Outdated DELETE PLEASE

Discussion in 'Mods and Skins' started by FS16, May 26, 2015.

  1. FS16

    FS16
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    #1 FS16, May 26, 2015
    Last edited: Feb 15, 2017
  2. SixSixSevenSeven

    SixSixSevenSeven
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    Re: Ibishu Covet Low Power Diesel

    Did not need to be a fully standalone mod. Its an engine modification.

    You only need to add 1 additional part to the game, emphasis on add, not overwrite existing parts.
    You're shift points are incorrect. They've been set lower than the engine idles? On that note, it perhaps idles a tad high for a small displacement diesel.
    Very interested on knowing where that torque curve even comes from.
    As for fuel economy, you didnt even mess with that. Consumes alot more than 2 litres at 100 kilometres.
    You forgot to remove the tuning options.



    So attached is an alternative covet diesel. An 1100cc naturally aspirated one I mocked up based upon pigeon data. I also totally bullshitted the gearbox and differential data, both of which are unique to the diesel engine with custom slot type for each. I could spend longer and actually make a proper diesel box, but I really couldnt be bothered. 12l/100km at 60mph.

    What you tend to find though is that cars use turbodiesels rather than naturally aspirated diesels, and if they do go naturally aspirated they go for larger displacements than the base model petrols rather then smaller displacements.


    Anyway, my zip just goes in Documents/BeamNG/mods. Does not go in any vehicles folders. You will notice its just 2 kilobytes. Why? Open it. As standard for a zip loaded mod it contains a vehicles folder. Within that folder it contains a hatch folder, telling the game we are loading its contents onto the hatch vehicle (without having to actually edit or replace the original hatch the game provides). Inside that, 1 jbeam file. Thats all we needed. Inside that file, I created a new part called hatch_engine_diesel instead of overwriting the existing hatch_engine, by renaming the part both as a JBeam definition and in the name property the game will have this as a separate selectable part in the parts selector instead of having to have an entirely separate covet vehicle in my game and using 20mb of precious hard disk space when only 2 kilobytes was required.
     

    Attached Files:

  3. SHOme1289

    SHOme1289
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    Re: Ibishu Covet Low Power Diesel

    that was beautiful. Thanks 6677, that clears up a lot of the confusion for a lot of people not knowing the point of the MODS folder in the Documents.
     
  4. Cygator

    Cygator
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    Re: Ibishu Covet Low Power Diesel

    OMFG!!!! ILLUMINATI IS WATCHING US!!!!!
     
  5. KennyWah

    KennyWah
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    Re: Ibishu Covet Low Power Diesel

    Loving the torque curve visualization image that you did not add.
    [Use the In-Game app]
     
  6. Cygator

    Cygator
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    Re: Ibishu Covet Low Power Diesel

    i like it but why is the top speed around 90 km/h? and it would be cool if you edit the redline of the tacho
     
  7. FS16

    FS16
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    Re: Ibishu Covet Low Power Diesel

    Thank you, ill do it better next time. I'm still learning, so any advice helps ;)
     
  8. SixSixSevenSeven

    SixSixSevenSeven
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    Re: Ibishu Covet Low Power Diesel

    Not sure who's mod you are addressing so I shall assume from the point of view of mine (which I got to 61mph).

    1100cc of naturally aspirated diesel power. Diesels have very little torque on the high end when naturally aspirated, that (along with a few other properties) is why automotive diesels are usually turbocharged as standard. They can roll off the line, but as you hit the redline there is no real usable power to speak of (usable power is separate from actual horsepower in this discussion). 1100cc is also rather small for an automotive diesel, usually they start at 1400 for the turbocharged variety, closer to 2000 for naturally aspirated ones. Even so, the 2000cc n/a diesels are notious for being, well, a bit crap.
    Turbochargers drastically increase torque at higher revs, something a diesel lacks. In a diesel car, the turbocharger pretty much exists simply to account for then being a bit crap otherwise.

    So 60mph top speed. Simply because you cant expect more from a N/A diesel, particularly when its only 1100cc. It would be more fitting to put this engine in a light vehicle like the pigeon and use it for moving small loads around a factory or something. A job where its improved fuel economy is useful but it doesn't actually need any speed or torque to speak of.


    Redline. Diesels are not revvy. I used a small hack (nicked from pigeon and t75, games only diesel engines so far, although t75 is a monster turbo diesel) to make the higher revving v8 sound beamng uses match the low revving diesel engine.
    This might skew where ui apps consider the redline to be. The alternative is use a custom sound. Definitely possible, i just don't have one to do so.
    As for the actual dash textures. Not a selectable part. Would require either overwriting dash texture for covet in general or considerable hacking/modification of the jbeam. Best bet would perhaps be remove the redline from the tacho entirely, an approach commonly used on cars with multiple factory engine options. Or do what Opel did with my corsa and leave it with the incorrect redline.

    As what started as a 5 minute mod, no intention to fix the above, although an optional turbo is certainly possible.
     
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