Does BeamNG simulate power loss from transmission and drivetrain to determine wheel horsepower/torque? As far as I noticed from engine debug UI app, the wheel torque and engine torque is almost the same at all times on 1:1 gear ratio meaning that there is no transmission and drivetrain loss (or if there is, it is very insignificant). It would be a nice addition to implement it so the same engine can have different wheel horsepower output depending on their implementation, i.e. manual trans have real advantage of having larger wheel horsepower than it's automatic counterpart, especially on older vehicles where their automatic isn't very efficient; or whether the vehicle has FWD/RWD/AWD/4WD.
Every powertrain component can actually define its friction and the losses are calculated across all components. Right now you can't really see the losses since the UI app you are referring to shows wrong data (what it calls "wheel" actually refers to the transmission ouput) Only for the next update you'll really have a chance to actually compare flywheel vs wheel torque/power. https://www.beamng.com/threads/development-screenshots-2.24313/page-2#post-799723
Nice, thanks for clarifying. What formula can be used to determine wheel horsepower in BeamNG? Edit: I just take a closer look at the screenshot. Flywheel power 450 PS, Wheel power 444 PS which means that the reduction is only about 1.36 percent. As far as I know, wheel power can be as high as 10-15% reduction from flywheel horsepower.
Yea our losses are most likely too low atm, the feature I pictured is rather new, we didn't really have time yet to tune that specific aspect
Well another point is also that the 10-15% figure is for a car on dyno rollers with a very high wheels speed (very high roll resistance) which reduces the torque that the dyno sees. Drivetrain losses is a complicated topic, a rule of thumb like that doesnt reliably work for all conditions. But yes, the losses could use some tuning, we focused on the implementation first and the polishing will come.