While looking at the fuelTank.lua files to update the wiki, I have figured out how to create custom fuel types in BeamNG. It is actually fairly simple, and only requires adding a couple lines in the Jbeam. You can look how in the wiki entry here, or look at some examples I made. Spoiler Compressed Natural Gas (@ 250 bar) Code: "mainTank": { "energyType":"cng", "fuelCapacity": 40, "startingFuelCapacity": "$fuel", "fuelLiquidDensity": 0.197, "energyDensity": 53600000, "fuel": {"[engineGroup]:":["fuel"]}, "breakTriggerBeam": "fuelTank", } Liquefied Natural Gas (@ −160 °C) Code: "mainTank": { "energyType":"lng", "fuelLiquidDensity": 0.487, "energyDensity": 53600000, "fuelCapacity": 40, "startingFuelCapacity": "$fuel", "fuel": {"[engineGroup]:":["fuel"]}, "breakTriggerBeam": "fuelTank", } Liquefied Petroleum Gas Code: "mainTank": { "energyType":"lng", "fuelLiquidDensity": 0.54, "energyDensity": 49600000, "fuelCapacity": 40, "startingFuelCapacity": "$fuel", "fuel": {"[engineGroup]:":["fuel"]}, "breakTriggerBeam": "fuelTank", } Nitromethane Code: "mainTank": { "energyType":"nitromethane", "fuelLiquidDensity": 1.14, "energyDensity": 119930000, "fuelCapacity": 40, "startingFuelCapacity": "$fuel", "fuel": {"[engineGroup]:":["fuel"]}, "breakTriggerBeam": "fuelTank", } E85 Code: "mainTank": { "energyType":"e85", "fuelLiquidDensity": 0.78, "energyDensity": 33100000, "fuelCapacity": 40, "startingFuelCapacity": "$fuel", "fuel": {"[engineGroup]:":["fuel"]}, "breakTriggerBeam": "fuelTank", } Compressed Hydrogen (@ 690 bar) Code: "mainTank": { "energyType":"hydrogen", "fuelLiquidDensity": 0.099, "energyDensity": 11300000, "fuelCapacity": 40, "startingFuelCapacity": "$fuel", "fuel": {"[engineGroup]:":["fuel"]}, "breakTriggerBeam": "fuelTank", } Compressed Anti-Hydrogen (@690 bar) Code: "mainTank": { "energyType":"antimatter", "fuelLiquidDensity": 0.099, "energyDensity": 89875517874000000, "fuelCapacity": 40, "startingFuelCapacity": "$fuel", "fuel": {"[engineGroup]:":["fuel"]}, "breakTriggerBeam": "fuelTank", } Once you define this in the fuel tank for the car, you only need to change the fuel type of your engine, and it'll work. Your fuel tank will be appropriately heavier or lighter, and your range will change depending on the density of your fuel.
Actually, electric batteries and motors are already fully implemented in BeamNG, and work fine right now.
Can confirm. This is more or less how I implemented methanol for my mod in the end... Works like a charm, although in my case it required massive adjustments to the burnEfficiency parameter - fuel consumption quadrupled in the process due to lower fuel density...!!!
Why those electric vehicles use torqueconverter in their transmission? Why couldn't they just use a clutch that always engaged(turn off clutch assist) and a sequential transmission
As far as I know, that's not excessively inaccurate. Hot Rod Magazine did a test and, if I remember correctly, found that methanol nearly doubles an engine's horsepower output but also flushes fuel economy down the toilet - though I don't remember how much by.
Yes indeed. burnEfficiency for my engine used to be unusually low, right to simulate that while still burning petrol. Coupled with proper methanol simulation, though, that produced like 0.2 mpg figures...