The problem is not in the eCVT code (I tried that), it looks like some weird glitch witth preselection of the parts
Yeah I spotted that with a few other cars as well....some of them showing 2 or more parts in the same list! --- Post updated --- Yeah tried that and no luck!
Does it break with no other mods installed? Sounds like there may be another mod conflicting with something in this version. It's hard to know without seeing the game console, though. Also make sure you don't have any old versions of this mod in the "unpacked" folder, because that would absolutely wreak havoc on this version. It should be selected by default on all of the configurations that ship with the mod, but because I had to restructure and rename the parts for 0.20, existing custom configurations won't have the eCVT present anymore. I wouldn't recommend using any existing custom configurations anyways given that the powertrain structure changed quite a bit (no more clutch, transfer case, driveshaft, or separate differential part, as these are all built-into the eCVT at this point).
I have something like 126 other mods installed and I will remove them then check with your 3 mods installed to see if its working or not give me a bit
If I had to guess, there might be another mod installed that has adapted an older version of the hybrid system to another vehicle. If they haven't updated their mod with all of the code from version 6.0 of this or the bus, it's definitely going to break. I'm working on figuring out a way of breaking all of the code for the hybrid system into its own mod and having the different vehicles reference that, which would make that a much lesser problem, but I haven't actually gotten that working yet.
Yeah it sounds about right I will do a search for "Hybrid" in my removed mods and nuke any that I dont see as worthy to be in with your mods
Yeah tried finding what ever conflicts with it and no luck, if I want Hybrid, I will remove all my other mods and then put in yours, but thats a bandaid fix to the problem haha
Just want to pre-face this by saying I think this mod, along with the bus, are incredible. However a couple of things to note. -Is it intentional both this and bus accelerate quicker in EV mode? And specifically the ETK 800, I believe these issues are present on all models but more noticable on the race version due to higher power. -The regenerative braking is too strong on the rear axle causing massive oversteer when braking into a turn and general instability. -The front and rear of the car just seem disconnected in general, when applying full power in a straight line the car just walks around with the rear shifting left and right, even at medium speeds. I have noticed this in the older versions too. I can demonstrate on a video if you'd like.
I might be able to help if you post console errors, but without that, it's all just guessing Not entirely; I need to reduce the maximum torque that MG1 can produce in EV mode. I have it set way too high and I think in real life it'd end up destroying the one-way sprag with the amount of torque it contributes to the output right now; I just forgot to fix that before releasing 6.0. I was thinking of having separate torque split logic for acceleration and regen, but I didn't notice too serious of oversteer when I was testing it. I can look into that for the next release. As to the front/rear seeming "disconnected", they literally are. There's no mechanical connection between the front and the rear. I am going to do a bit of research to see if Toyota's electric rear axle has any sort of slip limiting characteristics that I can mimic, but I think that's about all I can do. The previous version was AWD using a conventional transfer case, so it shouldn't really have differed at all from the non-hybrid ETKs, although it may have had slightly higher torque at higher speeds. Maybe that's what was causing the instability?
Give me a few hours and I will get you those error reports to you man, but as for now a tad busy with other things
The handling problem is the compatibility of the suspension system. The Race Hybrid vehicle often lose traction during cornering, and it often turn on its own during straight line acceleration/deceleration. When you apply 100% brake at standstill the brake will overheat, it only happened on the Race variant.
Is there to way to stop eCVT cutting of the engine power? I tried this with race version, and during acceleration the car will use the full power of the engine, but when it reach the speed around 280km/h it cuts the engine power off. First I thought maybe the speed limiter but, removing it ("Speed limiter delete") in part option didn't change anything. Also it is not the problem of the gearing because engine gets it's RPM cutted as well This is how it looks like, I tried to tweak some values (like max mg1 and mg2 AV but it did't help, only made it buggy as for example lowering max mg1 AV made engine goes beyond it's max rpm limit). So what setting should I adjust for engine to go to full rpm and not loosing its power Because with normal transmission the car does not have this problem (it put's 443hp to the wheels and keeps it's rpm)
Whats that object on the left of your screen on the first 2 pictures I wanna know what it is its the ecvt data point value app where did you get that from?
It's debug app which is part of the Hybrid UI Apps, just look into UI apps in the game and you will find it if you already have Hybrid UI App
Ahh thanks!, I will look at it when I get the bug report over to @Arcanox which I promised to do several hours ago...oops!
I understand they have no mechanical link but I still think it behaves especially odd. I don't believe it's caused by high torque as I've previously modded very high power versions of the 800 with no odd effects until 220+ mph. I'll demonstrate on video soon and you can see what I mean.
There are a ton of factors that go into the limits of the eCVT's torque output. At such high speeds, even at maximum engine RPM, MG1 will be spinning either very slowly or backwards. That means the engine can no longer generate power on its own; the motors switch roles and the power from the battery goes to putting load on the engine while the main drive motor starts regeneratively braking to provide extra power the battery can't provide. It's hard to say exactly what factor is limiting the torque output, but 300 km/h is ridiculously insanely fast. A real eCVT would not be able to reach those speeds without the gears and motors vibrating themselves apart. If you increase the max AV and max torque/power of both motors you might get somewhat improved results, but there will still come a time when it simply cannot speed up any further because of the speed ratio of the engine to the gearbox. The faster the vehicle moves, the more MG1 wants to spin backwards, and the engine has to increase its RPM to counteract that. If the engine can't increase its RPM any further, the output torque will be cut, which will have a feedback effect and cause the engine RPM to slightly reduce, eventually balancing out. --- Post updated --- The brakes overheating sounds like a BeamNG simulation issue; there shouldn't be heat if there's no angular velocity... I created the Race configuration from scratch, so it's likely that I just chose poor settings/parts. If someone finds a better configuration, by all means let me know what I can fix in the default! --- Post updated --- I took the default "ttSportPlus A" configuration from BeamNG and simply swapped the transmission for the Performance eCVT, with the long-range battery installed. I was able to hit 222 MPH (still slowly accelerating), which is over 350 km/h. I was still seeing 1400 Nm of torque on the wheels at this point. I also experienced very little instability at that speed, which confirms my suspicion that the instability was simply the settings on my custom Race configuration being off. I'll probably ship this modified ttSportPlus configuration as the new Race config in the next minor update.
I didn't have the problem with high speed with older version of the eCVT, and altering settings I could do and which work with older version seems not to work now like increasing settings of maxAV for mg1 and mg2, are there some new limits with the new version that were not in the older one (or were but you change their internal settings?) Edit: contrary to what would I expect lowering maxMG1AV made the car go faster (strange), btw is there an equivalent of "finalGearRatio" from older versions in this new one?
Hi guys, first time here. First thing first, great mod. Absolutely fantastic. I have been getting errors when equipping the rear electric differential, can someone shed some light here? Many thanks in advance!!! ~~ 156.00238|E|libbeamng.Lua.Exception|vehicles/etk800//lua/powertrain/arcanoxElectricMotor.lua:143: attempt to index local 'jbeamData' (a nil value) 156.00246|E|libbeamng.Lua.Exception|=============== Stack Traceback >> START >> 156.00257|E|libbeamng.Lua.Exception|(1) metamethod C function '__index' 156.00267|E|libbeamng.Lua.Exception|(2) Lua method 'reset' at file 'vehicles/etk800//lua/powertrain/arcanoxElectricMotor.lua:143' 156.00277|E|libbeamng.Lua.Exception| Local variables: 156.00288|E|libbeamng.Lua.Exception| self = table: 0x01d4146743f8 {children:table: 0x01d4143a5fa0, halfInvInertia:5, parent:table: 0x01d41468b7b8 (more...)} 156.00299|E|libbeamng.Lua.Exception| jbeamData = nil 156.00307|E|libbeamng.Lua.Exception| (*temporary) = number: 0 156.00316|E|libbeamng.Lua.Exception| (*temporary) = string: "attempt to index local 'jbeamData' (a nil value)" 156.00326|E|libbeamng.Lua.Exception|(3) Lua field 'reset' at file 'lua/vehicle/powertrain.lua:508' 156.00336|E|libbeamng.Lua.Exception| Local variables: 156.00346|E|libbeamng.Lua.Exception| (for generator) = C function: next 156.00356|E|libbeamng.Lua.Exception| (for state) = table: 0x01d4143a2d08 {wheelaxleRR:table: 0x01d414684410, wheelaxleFL:table: 0x01d41468a780, torsionReactorF:table: 0x01d414689080 (more...)} 156.00366|E|libbeamng.Lua.Exception| (for control) = userdata: 0x7fff0000000a 156.00375|E|libbeamng.Lua.Exception| _ = string: "rearMotor" 156.00384|E|libbeamng.Lua.Exception| device = table: 0x01d4146743f8 {children:table: 0x01d4143a5fa0, halfInvInertia:5, parent:table: 0x01d41468b7b8 (more...)} 156.00393|E|libbeamng.Lua.Exception|(4) Lua function 'onVehicleReset' at file 'lua/vehicle/main.lua:455' (best guess) 156.00403|E|libbeamng.Lua.Exception| Local variables: 156.00412|E|libbeamng.Lua.Exception| retainDebug = boolean: false 156.00421|E|libbeamng.Lua.Exception|--------------- << END << 156.00433|E|libbeamng.Lua.Exception|****************************************** 156.00443|E|libbeamng.Lua.Exception|*** DISABLING VEHICLE DUE TO EXCEPTION *** 156.00452|E|libbeamng.Lua.Exception|****************************************** 156.00462|E|libbeamng.Lua.Exception|*** vehicle/object error ~~~