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Discussion in 'Microblogs' started by Diamondback, Aug 6, 2018.
A little something
(Note the messages app in the beginning)
Video - Click to Play - Direct Link
Please add antilag (noises) as well. It would be awesome.
I saw this and thought this was about the two step verification system. :|
Amazing work as usual by the developers! Keep it up!
This definitely has benefits to it I can see that much
Always adding more new cool features, nice!
For no apparent reason this video somehow appeared here, for purely reference purposes, certainly AB car should not get this kind treatment
I´ve been kinda thinking about trying to code this in myself. But, well, no need for that anymore . Nice work so far!
To be honest, I thought the same.
I do recall somebody asking for that in the past with the dev response being something to the effect of "we'd need proper fuel flow simulation to do that, which doesn't exist yet". However, backfiring is now a thing, so maybe said simulation is good enough for anti-lag now?
Anti-lag and simple afterfire are very different things. Afterfire occurs when there unburned fuel in the exhaust is at combustion temperature, but only receives oxygen at the end of the exhaust system, allowing for full combustion and creating afterfire.
Anti-lag is any system that keeps a turbocharger spooling when the engine is not under load, done by many different methods. I'm guessing this is what the devs would have trouble simulating.
I know what both of those things are, however as you pointed out, back/afterfire involves unburnt fuel. This fact in conjunction with the fact that the devs want to properly simulate anti-lag would imply that there is some level of complexity to the current fuel flow system. Even if anti-lag has many potential implementations, the devs could start with just one as a proof-of-concept.
Awesome @Diamondback always coming up with the best stuff !
It involves unburned fuel in reality; however in game I'd say the afterfire system is as simple as the game making a sound and displaying a flame sprite based on a few factors like engine RPM, tuning, exhaust restrictions etc. without any major fuel flow simulation.
You could accept that from any arcade racing game, but, I feel the Devs approach to a 'no holds barred' realism would take it up a notch, although what you describe should probably be all it needs to, I think we all know they want to make something impressive from this
Having poked through the engine LUA, the afterfire simulation seems to be reasonably complex, it seems to estimate how much unburnt fuel would be left given how quickly the engine load drops, and keeps afterfire going until it runs out.
That's more complex than I thought. Very interesting
Yea it's as complex as it gets with the existing engine model (which isn't all that suitable for these kinds of things)
Great stuff, I am very eager for a feature like this. Thanks.
i think i need this in my life xD
So any weird and wonderful feature requests for this? Atm you need to enable it (via key or pie), then adjust rpm if needed (key or pie) and then let go of brakes or clutch (depending on transmission ofc) to launch.
Does it cut fuel or spark? Aka does it save fuel or cause anti-lag/excess afterfire as a side-effect (I think this is how it works, correct me if I'm wrong).