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Well, depends on what do you define "mod". Anyway, the turbo simulation is more like a progress of the game rather than a mod. :p
No, it's just a personal mod. It's actually my first mod in BeamNG. It flies nice and realistically, just like in Warthunder. I had to use custom...
I believe I can fly.. :o [img] (imported from here)
The turbo simulation is getting officially implemented in the game now, so I won't post updates anymore. :)
What I understood here is that you didn't overwrite anything, so you just moved them somewhere else and put mine instead. If I'm not wrong, the...
If i'm the one who coded this, I don't think that I really need someone to explain me what "boost" nor "PSI" means. I understood what you mean...
Imo, you should remove the fake-turbo from the torquecurve, or even remove the torquecurve section completly. Also, what do you mean by less boost?
Using my turbo curve, you'll need a clutchTorque of around 750. :|
What you said before, and what you said now is totally different. Increase the clutchTorque's value and it will work.
Installing this in "documents" won't work. Oops, I forgot to remove some debug code. Also, isn't that caused by a high value of the clutchTorque?
Looks like you guys are liking this, so here it is. How to add to your car: Add these lines to your engine jbeam file. "turbo": {...
Actually, if I'm not wrong, wastegates are used to bleed exhaust *power* (the turbine side) to not let the turbo go over a precisely set limit of...
What do you mean by "dependent on throttle"? This is not a supercharger, this is a turbocharger, and a turbocharger makes boost depending on the...
Some progress here: "turbopressure":[ ["tprpm", "psi"] [0, -3], [50000, 3],...
I don't think that if you started using blender 2 hours ago will make you model that car. Other wise:...
Why use a 8192x8192 heightmap when you can just use normal sized ones and stick them all together. (This would be a great feature for BeamNG.)
[media] Starting on the Blow off valve here.
Hello there :o.. I've been playing BeamNG and I got this idea: Why not try to get the Turbo Code from RoR into BeamNG: [media] I'll maybe...
Thanks, that actually fixed the problem. :D
Hello there, I've been having fun with lua lately and trying to add some turbo simulation into the drive train, but I've come through a bug (Maybe...