Comments (9)
already have racing engines though. don't need higher power engines, i mean come on, power is completely relevant to vehicle weight
from acf.
True, but there's only so much weight you can take off -- diminishing returns. But I'm not saying we should add some batshit crazy 800kw monsters, rather that it would be nice to add a couple 350 kw to 450 kw engines, and also add some diversity in the 150kw to 350kw range. For example, I've got a 12,000 rpm i4 that's just hilarious to drive around because it just keeps going. Might not be realistic, but it's fun as heck. Would also be nice to add a performance b4 and wankel, maybe a high rpm v6.
from acf.
Why don't you guys make the Engine Creator idea your next project for acf ;)
from acf.
Hmm rubs chin That just might work... :D
from acf.
i can't remember where i posted the engine creator ideas...
i thought i had it all saved in a text file on my desktop, too. fuck
from acf.
aha, i found it:
Engine maker plan
Inputs:
Torque: (newton meters)
Cylinder Arrangement: (I4, v6, etc)
Powerband: (Locked by divisor, 1.6 for petrol, 3 for diesel. Divisor means the top of the powerband divided by the bottom of the powerband.
You would set the engine's powerband within the engine's available RPM range based on its fuel type/displacement. For example, if you have set a motor to 100nm, it would probably
be around 0.75-1 liter based on your piston arrangement. From this, the engine will display its maximum rpm possible, we will say 10000 (gasoline engine). From this, we will be able
to set a powerband from a minimum above idle rpm (this modifier will be based on fuel type; higher for gas, less for diesel) with a divisor of 1.6 (gasoline divisor).
If we wanted a torquier engine with low range power, we would set the powerband min to 3100, and the peak to 5000. 5000 / 3100 is roughly 1.6. This kind of engine will obviously
suffer in horsepower. The powerband minimum, again, will be dictated by a minimum based on the fuel type and displacement. For instance, since this example engine is gasoline and
probably around 1 liter (100nm input torque), the minimum powerband rpm would be between 3-5k rpm. If this engine were 1000nm, and 10 liters, it would probably have a minimum of
1500 rpm (while a diesel may be 700 minimum) Basically, whatever point in the engine's available RPM range you set the peak min/max will determine how much horsepower your engine
develops, its weight, and flywheel mass. The larger an engine is in displacement, the lower amount of available RPM range. So, you won't really be able to make an F1 engine out of
a 20 liter motor.
Fuel type: (Gasoline/Diesel)
Sound: (any sound, or possibly restrictions for gas/diesel, like only allowing sounds with a Diesel prefix for diesel engines in the file name or folder.
This would also include a pitch modifier to compensate for a sound not having a correct default pitch.)
Output
Displacement: (based on input torque, cylinder arrangement)
Idle: (based on fuel type, displacement, and slightly modified by the powerband, so high revving motors will have a higher idle.)
Redline: (based on displacement, cylinder arrangement, powerband maximum. if the powerband maximum is already reached by limit of displacement, then the redline will end there.
Otherwise, the redline will most likely be between 1 and 2 thousand revs above the powerband peak. This will be based on displacement/arrangement, etc.)
Flywheel mass: (Based on displacement/fuel type/cylinder arrangement. For example, a single or twin cylinder engine would require a much heavier flywheel than an 8 cylinder.)
Horsepower: (this is a product of torque and RPM. It will also be modified by the cylinder arrangement to balance engine types. For example, a V6 engine is supposed to be more torquey
than an inline 6 and boxer 6, but produce less horsepower. So if there is an I6 set to 500nm and a V6 set to the same, the I6 should produce more horsepower, but the V6 would be lighter,
and lower displacement.)
Engine weight: (X amount of KG per liter of engine displacement modified by fuel type)
Engine model size: (Ideally, this would be used with queryphys to actually scale a model, visually and physically. However, this is an untested concept,
and it would be best to use the existing 3 sizes, and scale the visual model only. The engine model size will be based on displacement, small medium or large.)
Most of the modifiers will require a lot of fine tuning to get everything balanced, but it can be done.
Balance example:
(remember, acf is centered around carbureted gasoline engines and the tech of the 30s-60s, not modern engines.)
Inline 4 vs V8
Both engines 500 NM torque, same power output, low-range power build
I4 would be defined around 7 liters
V8 would be defined around 5 liters
I4 would be natively heavier due to cooling and structural requirements (heavier flywheel to balance etc)
V8 would be lighter
I4 would be smaller (this is important to combat vehicles)
V8 larger
I4 would require a lower powerband to create equal torque
V8 wouldn't need such a low powerband to develop the same torque (less work))
from acf.
I was thinking that you would input desired power, and you would be given a slider that adjusts powerband and torque, keeping power the same. If you move the slider toward high rpm, then you lose torque, and if you move it to high torque, powerband drops.
Either way would work, they both accomplish the same thing.
from acf.
Someone already has a custom ACF with an engine creator. Maybe you guys could get him in your team and balance it accordingly?
from acf.
I've designed a new "special" category racing engine that I would like to add.
2.6L wankel (fuelled stats)
294 kw
313 nm
4500 rpm to 9000 rpm powerband
260 kg
The engine fits in quite nicely, filling in the gap between the 3.8L I6 (249 kw) and 7.2 V8 (356 kw), and is also proportionately scaled with the normal wankels. (Remember, wankels are comparable to reciprocating engines of 2x displacement.)
from acf.
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from acf.