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Powertrain Feedback Collection

Discussion in 'Microblogs' started by Diamondback, Apr 20, 2021.

  1. default0.0player

    default0.0player
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    Found another problem about differential, when using the active locking differential, the default torque distribution is always 50:50. When using open, LSD and viscous differentials, the "diffTorqueSplit" is adjustable, but when using "activeLock", the "diffTorqueSplit" does not work.

    In the differential.lua both LSD and viscous have the device.diffTorqueSplit
    Code:
    device.outputTorque1 = inputTorque * device.diffTorqueSplitA - openTorque * outputAV1threshold
    device.outputTorque2 = inputTorque * device.diffTorqueSplitB - openTorque * outputAV2threshold
    However in the activeLock
    Code:
      device.outputTorque1 = inputTorque * 0.5 - lockTorque
      device.outputTorque2 = inputTorque * 0.5 + lockTorque
    The torque split is always 0.5, editing the 0.5 to device.diffTorqueSplitA/B enable users to make a planetary center diff with active locking.
     
  2. florencetravis

    florencetravis
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    The theme to raise is that you can have 2 motors and 2 transmissions all at once, yet just 1 of the transmissions is shiftable, which makes this choice totally pointless.

    This happens when your vehicle has 2 motors and each has its own transmission, when you shift just one of them is influenced, different stays in unbiased always, while the choke input influences the two motors. Also, even in the arcade gearbox conduct, the subsequent transmission never leaves impartial stuff.

    Rather it should move regularly in arcade conduct, and perhaps moving one of the transmissions physically ought to likewise influence the other one, or it very well may be feasible to tie separate contributions to it some way or another without making an entirely different custom transmission LUA like some modders have done previously.

    My specs are not important on the grounds that it happens paying little heed to the specs, however I can make reference to that I shift with a console. (Indeed I realize this post is idiotic and futile yet in any event it's better than 99% of different ones so far haha)
     
  3. Agent_Y

    Agent_Y
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    Did you just copy my post
     
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  4. The Gas Station

    The Gas Station
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    Well, to be fair, plenty of people, including me, have discussed this in the past.

    Here's what the devs have answered me when I raised a very similar matter. However, it was about a year ago, things might have changed...
     
  5. Agent_Y

    Agent_Y
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    I mean he LITERALLY copy+pasted what I said and changed some words
     
  6. Turbo49>

    Turbo49>
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  7. florencetravis

    florencetravis
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    brother it was a mistake will be corrected pls
     
  8. Cento186

    Cento186
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    The topic/issue to bring up is...
    Clutches for manual transmissions seem too basic for a game like this and in my opinion the drivelines are all too strong.

    This happens when...
    You can take any car/truck whatever and upgrade the power to massive levels and the clutch and gearbox still has no problem with it at all. It appears that all clutches once engaged are just locked and will not slip or overheat. The only time they behave in a realistic way is when the clutch isn't fully engaged. I should not be able to tune a 100BHP car to 1000BHP on a stock clutch with zero slip in gear and on top of that not even snap the factory driveshafts or propshafts. (Without some serious effort and maybe drag tyres).

    Instead it should...
    have different strength/upgraded clutches that can be fitted in the configurator, along with heavy duty driveshafts, gearboxes and diffs etc. Also maybe even gearbox thermals, especially for automatics.

    My specs are...
    Ryzen 3600, RTX 2060, 16GB RAM, Dualshock 4
     
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  9. Turbo49>

    Turbo49>
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    I've got the clutch to overheat many times, but it was by driving in a wall and accelerating while stuck or something like that.
     
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  10. Cento186

    Cento186
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    Yes this is my point exactly, it will overheat if youre at a standstill and the wheels can't spin or if the auto-clutch in manual mode is slipping it but it will never slip or overheat when it's engaged properly - For example when the vehicle is already moving.
     
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  11. SKB

    SKB
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    The clutch slipping due to lots of power can be seen in some ways, like when you are wheelspinning and then your on the grippy tarmac and have instant grip, that makes the clutch slip and heat up quite a bit, but yeah, needing to have stronger clutches and reinforced gearboxes would be a good addition
     
  12. fufsgfen

    fufsgfen
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    Reson for that is that Clutch is automatically upgraded everytime you replace parts, so that it matches to your config.

    lockTorque The torque limit after which the clutch will slip. This value is calculated by finding the torque required to stop the engine from redline in 1 second with full power. Not necessary to change unless you want very high peak forces from the clutch.
    From:https://wiki.beamng.com/FrictionClutch

    So simulation is perfectly capable of doing what you would like, but it would need to be a mod as vanilla content has to deal with upkeep and management, so they have decided to keep it automatic setting.
     
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  13. Josh Grindheim

    Josh Grindheim
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    The FCV seems to have an issue where the ESC/TC systems still use the brakes to stabilize the car - Even after they have been removed entirely. This only seems to happen to sets of wheels that are connected to an open differential, but it will do it with both the standard or race systems installed. Since the ESC and TC systems shouldn't exist at all when removed (and the behavior doesn't happen on other differential types under the same circumstances), I would expect them not to attempt to stabilize the vehicle.
    My specs are: Ryzen 9 3950X, RTX 2080 Ti and 32 GB of RAM. I have the game installed on a 970 Evo Plus and I use a controller (Astro C40TR) as my primary input device. I had tested this as of this morning in version 0.23.1.
     
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  14. default0.0player

    default0.0player
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    This is because the ESC/TC system is slightly different than their IRL counterpart.
    This appears as early as 0.19 IIRC, and is not a bug, as explained above.
     
    #114 default0.0player, Jul 5, 2021
    Last edited: Jul 5, 2021
  15. Josh Grindheim

    Josh Grindheim
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    Feb 19, 2016
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    49
    Turbos. More specifically, I'd like to see the turbo logic (and customization system) revamped in the future. I only have experience in daily driving one turbocharged car, so I may be incorrect with this, but: To me, the turbos in BeamNG spool too easily. The turbines seem to have nearly no friction or mass to them, allowing you to (in some cases) hit up to a full pound of boost higher than what the turbo is set to - Just from simply revving the car in neutral. I also noticed that with some cars (K-Series kct6 with S1T for example), while driving with very low throttle input (less than 30%), the turbos become close to (and sometimes even do) hitting boost as the engine revs higher, despite not having enough throttle input to do so at the lower RPMs. On top of that, every turbo in the game sounds very quiet - Especially the aftermarket ones with high-flow intakes.
    Lastly, (I'd make a separate reply or this, but it's strongly related and would get bundled with this one anyway) nearly all of the turbo models only appear to be massive, stage 3 turbos. It would be really nice if stage 1, 2 and 3 turbos all had different models to better match what people would expect with each turbo (stage 1 is factory size, stage 2 is slightly larger and has shorty headers, etc.). In addition to that last bit, being able to choose air filter colours and/or intercooler sizes would be a nice feature to have in the game, instead of the somewhat simple options that are available now.
    Specs: My specs are: Ryzen 9 3950X, RTX 2080 Ti and 32 GB of RAM. I have the game installed on a 970 Evo Plus and I use a controller (Astro C40TR) as my primary input device. I had checked to verify this as of this morning in version 0.23.4.
     
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  16. Agent_Y

    Agent_Y
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    I appreciate the change that separated the friction from the torque loss coef, but it should have been metioned somewhere as the new friction is supposed to be made 100 times smaller than the value before the 0.23 update. Took me up until now to figure out what caused my engine to become 100 times more shaky.
     
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