Wheel Hub/bearing Thermals and Cyl Head thermals

Discussion in 'Ideas and Suggestions' started by jtreign9097, Aug 4, 2016.

  1. jtreign9097

    jtreign9097
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    Just an idea for thermals but with wheel hubs/ bearings

    Example: Load on each bearing hub at different speeds can multiply the current weight on that said hub/bearing

    An overheated bearing could lead to camber and alignment issues also abs lights can pop on with bad bearings if there that bad. and grinding/growling noises from a bad bearing or complete failure of the bearing after so much friction with possibility of the wheel hub breaking off or locking up multiplying rotation resistance/friction slowing that wheel hub down significantly, especially if the bearing was exposed to water, a minor friction could occur and cause howl as all cars do if u drive through puddles or drive tire deep into water you can hurt the wheel bearings.. would be an awesome thermal add-on if its not already in the workings.

    one other thing regarding engine thermals i noticed there is "cylinder wall" but not "cylinder head".. it be nice to warp/crack aluminum or iron heads after the head gasket fails naturally or maybe before the HG blows.
    oil would be burnt before the hg blows since the valves would be warps and ruining the valve seats the motor usually burns oil and not always a HG but a wildcard could decide if the cylinder head cracks allowing oil to enter combustion or mix with coolant whichever way the head gasket decides to blow.. maybe complex coding but i think some of these features may work in game.
     
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  2. Dr. Death

    Dr. Death
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    Kinda agree and kinda dont. I would instead like a compressed air temperature gauge, that way you can have an easier way to integrate compression ratio and multiple fuel simulations.
     
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  3. jtreign9097

    jtreign9097
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    i am almost sure the next thermal addition will be tires so we can do burnouts and burst them or just wear em out with hardly any tread left... what your saying isn't thermal related its more of air/fuel related which isn't impossible but a lot of work needed to make that happen and involving changing the entire engine performance layout instead of torque numbers per Rpm.. air/fuel will replace all of that.. how far throttle body is open and how much fuel mixture there is determines the hp and torque at the given rpm.. fuel and air volume would be variables if such a system was to go into the game
    so you would have compression on each cylinder this would depend on bore/piston diameter and deck height.. and higher compression would require higher octane fuel
     
  4. Dr. Death

    Dr. Death
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    Its easier than that. Just pick up air temp based on the overal temperature of the engine and its compression.

    If the fuel is not high octane and the compression is too high, the car will misfire on high temperatures, which on worst case scenario might break the rods and pistons.

    This would overall add another layer of complexity, a new way to increase torque through compression in N/A engines, and a logical way to reduce low-end torque on turbo cars.
     
  5. jtreign9097

    jtreign9097
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    Atmospheric pressure and altitude play a huge role. and then theirs humidity... cold air is more dense and hot hair is less dense so naturally an older car will have more power when there is cold air but once its at operating temperature on a 85 degree day performance will slightly bump down depending on the how the fuel/air mixture compensates for this.... i have been a mechanic for 19yrs so if the game will do this there has to be logic to back the theory of how the compression ratio is calculated... bore/stroke is the key factor and then there is the airflow the heads restrict at on the intake valves.... small exhaust valves can maintain back pressure and improve torque but instead reduce a few horses... a typical 55-65mm throttle body will also help the air flow required if intake valves are large enough and also to factor each cylinders downward intake stroke.. the the longer the stroke the more travel the piston can go taking on much more air and also high torque at low revs due to the longer stroke like a Mid size V6/V8 with 3.8/4inch strokes but max rpm will be very limited with larger strokes depending on type of engine...nobody wants to make a 150ft-lbs torque at 6k it be better off at 3-4k or in a v8 275ft-lbs torque at 3300 revs... the higher the compression the more torque also but this is an awesome theory since this games engine should be capable of at least 55% of is or more my best guess
     
  6. Dr. Death

    Dr. Death
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    Yeah but there is no need to make it THAT complex.

    Just pick the enviroment air temp. Humidity and pressure would be too complex to make and too nitpicky to add. Make it get past the engine and get into the chamber, get compressed, and take the temperature from the air there.


    Fuel X = YºK in air for misfire
    If air inside cylinder after compression > YºK, then misfire. If not, engine goes on.

    Its way more simple than what you think.
     
  7. jtreign9097

    jtreign9097
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    basically just the 4 stroke process... intake,compression,power,exhaust .. not a bad idea and it totally could work but if this ever happens engines will be lua only no more fixed jbeam torque lines
     
  8. Dr. Death

    Dr. Death
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    What? the torque lines as they are are hand written anyways. Or if they want it to be a simulated process they just have to make it so that turbo or increased compression increases overall torque
     
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