1. Trouble with the game?
    Try the troubleshooter!

    Dismiss Notice
  2. Issues with the game?
    Check the Known Issues list before reporting!

    Dismiss Notice

Engine Simulator by Ange Yaghi

Discussion in 'General Discussion' started by robert357, Aug 7, 2022.

  1. robert357

    robert357
    Expand Collapse

    Joined:
    Mar 15, 2016
    Messages:
    574
    McLaren F1

     
    • Like Like x 1
  2. Pixel2

    Pixel2
    Expand Collapse

    Joined:
    Jun 2, 2022
    Messages:
    24
    On Discord [general section] there are a couple dudes working on a BeamNG sound export tool. Subaru burble coming soon to a Sunburst near you.

    For one of the best sounding engines so far search [discord] for "btr 70".
     
    #42 Pixel2, Aug 27, 2022
    Last edited: Aug 29, 2022
    • Like Like x 5
  3. NGAP NSO Shotgun Chuck

    NGAP NSO Shotgun Chuck
    Expand Collapse

    Joined:
    Mar 6, 2015
    Messages:
    1,414
    Would it be possible to brute-force it by running sound-recording software in the background?

    Wait, what? Wouldn't cam, heads, intake/exhaust setup, etc. have enough of an effect to make it impossible to tell?
     
  4. robben896

    robben896
    Expand Collapse

    Joined:
    Apr 30, 2021
    Messages:
    391
    Some videos of sounds that i took from anges engine sim. I mostly use ange engine sim for engine blend but the exhaust blend i use real life recorded sounds. This has potential.

    CGT 5.7 V10


    327 Chevrolet V8



    3.0 DFV V8 F1
     
    #44 robben896, Aug 28, 2022
    Last edited: Aug 28, 2022
    • Like Like x 4
  5. atv_123

    atv_123
    Expand Collapse

    Joined:
    Aug 5, 2012
    Messages:
    1,710
    I know it sounds like straight up voodoo, but it is definitely possible.

    My normal computer (with Beam on it) is kinda down for the moment, but if someone uploaded a Torque Curve here for one of the ingame engines, and then lets me know any known information on it (as much as possible) I can give you a pretty darn good estimate for what the bore and stroke is.

    An engine is basically nothing more than an air pump as we all know. Naturally cams, heads, internal geometry, timing, and all that fun stuff definitely play a roll in making power. No doubt about that. What you find though by making a simulation of an engine is that when it comes to cam geometry, or timing, small changes end up making a MASSIVE difference in power level and intake lobe angle, exhaust lobe angle, seperation angle, ignition timing, all that stuff HAS to be in time with each other. There may be large changes in the collective... from say... one cam to the next... everything has to be adjusted to within a super tight range that works. So with all the combinations out there for cams, heads, timing, this that and the other thing... most times you are only playing with changes of about + or - 5% over the original torque curve when everything is playing together perfectly. The thing that makes the most difference is the CR and knowing the number of cylinders (along with displacement). Even small changes in CR and displacement can make MASSIVE differences in power... Cylinders actually helps only in finding out how it makes the power (like how the curve ends up looking)

    So what does that mean...

    You can calculate that all out to actually do it... I have... but there is another way.

    You can calculate the actual airflow required by an engine to make a particular HP. So by having the Torque curve, you also have the Power curve. From that you can then calculate what the max air flow required by the engine is. Once you know that, you can actually guess what the efficiency of the engine is... sports car engine? Probably pretty high. Truck engine? Probably pretty lower... within reason naturally. Then you can take that new flow (after adjusting for efficiency) and start to calculate for bore and stroke. You will need a larger stroke for high torque, you will need a smaller stroke for more hp... thats just how the cookie crumbles. You can then tweak those numbers until you hit basically your exact torque curve... within + or - 5% roughly.

    But I have used this method to find out the bore and stroke of a lot of car engines before the facts were actually shared. Is it perfect? No... but like I said... it can get you VERY close.
     
  6. NGAP NSO Shotgun Chuck

    NGAP NSO Shotgun Chuck
    Expand Collapse

    Joined:
    Mar 6, 2015
    Messages:
    1,414
    Meaning that for BeamNG, where data on the inner workings of a given engine is usually very sparse, it'd be more than close enough.
     
  7. NOCARGO

    NOCARGO
    Expand Collapse

    Joined:
    Apr 1, 2019
    Messages:
    1,514
    I was thinking yes but with 'mini super computer' :D
     
  8. zachariah.74

    zachariah.74
    Expand Collapse

    Joined:
    Apr 10, 2022
    Messages:
    654
    I really hope the people at Beam who do sound design are able to take advantage of this tool. It sounds very good and judging by what the people in this thread have already managed to achieve, it looks to be a viable option.
     
    • Agree Agree x 1
  9. thatjackguy

    thatjackguy
    Expand Collapse

    Joined:
    Aug 23, 2012
    Messages:
    41
    It's easy enough to use this to manually get exhaust loops for your engines. Turn all noise and high gain to 0 and use dyno rpm hold mode and just record throttle on and throttle off loops with audacity or OBS for each 1000rpm or so.
    I used it to make a sound for a VR5 engine in beam, sounds like the ingame i5 but with some uneven-ness due to the two offset cylinders.
     
  10. Pixel2

    Pixel2
    Expand Collapse

    Joined:
    Jun 2, 2022
    Messages:
    24
    There is a tool to make your life easier. It has a BeamNG export option. Props to DDev in the discord for this.
    https://github.com/DDev247/EngineSimRecorder/releases/tag/v1.1
     
    #50 Pixel2, Aug 31, 2022
    Last edited: Aug 31, 2022
  11. robben896

    robben896
    Expand Collapse

    Joined:
    Apr 30, 2021
    Messages:
    391
  12. tobias95ng

    tobias95ng
    Expand Collapse

    Joined:
    Sep 10, 2014
    Messages:
    385
    Still amazes me that it took so long until we got a decent sounding sound gnerating engine sim ^^
    It also proves great things come often out of nowhere and start humble and small.

    Im really curious where this will get us for dynamic realistic engine sound s.
    As example when cylinders fail on an engine or when any othe damage happens like a broken valve blow head gasket or no copression on some cylinderws so many possibilitys also because various damage occuring on an engine that are causing some ratteling but doesnt really affect the power output like an material deffect on the surface of the crancshaft or else .

    It is nearly impossible to record this in real live without shredding dozends and dozends of engines xD
     
    #52 tobias95ng, Sep 1, 2022
    Last edited: Sep 1, 2022
  13. robben896

    robben896
    Expand Collapse

    Joined:
    Apr 30, 2021
    Messages:
    391
  14. C-:

    C-:
    Expand Collapse

    Joined:
    Aug 3, 2017
    Messages:
    279
    I'm pretty sure that with proper equ this sounds can reach a near realistic state, as the creator shows in the presentation video.
    Also, use the same sound with different equ to simulate resonators, cats, silencer, etc. as they be doing as of rn.
    --- Post updated ---
    Done this in like 10 mins. K20A Sample.
    Audio comes with hella lot compression from the software and the video, also I'm no audio engineer nor car audio engineer. But i think with proper per RPM equ you can achieve realistic or goodsounding engines.
    Also tried a muffled one but nah.

     
    • Agree Agree x 1
  15. Dayz Me Rollin'

    Dayz Me Rollin'
    Expand Collapse

    Joined:
    Dec 8, 2016
    Messages:
    794
    why bother ripping it like that from videos when you can just use the exporter mod that spits out pretty good samples that just need trimming to loop smoothly
    :p
    upload_2022-9-2_19-20-54.png
     
  16. C-:

    C-:
    Expand Collapse

    Joined:
    Aug 3, 2017
    Messages:
    279
    As I said, I made it in like 10 mins and I'm no engineer. I don't want to take the time to learn how all that works lol.
    Just wanted to see if it could sound better
     
  17. tobias95ng

    tobias95ng
    Expand Collapse

    Joined:
    Sep 10, 2014
    Messages:
    385
    Very interesting collaboration video with AngeTheGreat and fillman86 where they build and debug an entire engine from scratch with Ange's Engine Sim.
    it's also a good tutorial video with quite a bit of backround info all around the Sim. :rolleyes:

     
    #57 tobias95ng, Sep 3, 2022
    Last edited: Sep 3, 2022
  18. robben896

    robben896
    Expand Collapse

    Joined:
    Apr 30, 2021
    Messages:
    391
    Yea i am using that too. The sim needs better popping sounds though.
     
  19. tobias95ng

    tobias95ng
    Expand Collapse

    Joined:
    Sep 10, 2014
    Messages:
    385

    Attached Files:

    #59 tobias95ng, Sep 3, 2022
    Last edited: Sep 3, 2022
    • Like Like x 1
  20. PowerstrokeHD

    PowerstrokeHD
    Expand Collapse

    Joined:
    Feb 5, 2021
    Messages:
    2,590
    Can someone help me with this? I used the engine sound exporter and can't get the sounds to work
    I have a feeling it is something quite obvious but I haven't made a whole sound mod from scratch before
     

    Attached Files:

    • i3.zip

      File size:
      14.9 MB
      Views:
      68
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice