Euro Truck Simulator 2

Euro Truck Simulator 2

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Maverick 2013 年 3 月 16 日 下午 2:56
Mav's Engine Tester
Ever wanted to test for the best engine to buy and realised it costs a fortune?
What about creating a 5000hp super truck just because you can?

Try this

Create the following folder structure

def/vehicle/truck/volvo.fh16/engine (in this case I'm using volvo fh16)

Now create a new text file within /engine and call it mavs_et.sii

Add the following code

SiiNunit { accessory_engine_data : mavsET.volvo.fh16.engine { name: "MAV'S ENGINE TESTER" price: 38000 unlock: 0 info[]: "1370@@hp@@ (1021@@kw@@)" info[]: "6@@dg@@495 @@nm@@" info[]: "1@@dg@@300-1@@dg@@700 @@rpm@@" icon: "engine_01" torque: 4796 } }

This code is for a 1370 hp engine with the correct calculations but it can be easily modified. If you're happy with 1370 hp skip the bits between the lines.

--------------------------------------------------------------------------------------
First we need to do some calculations for accuracy. Write the numbers down as you calculate.

HORSEPOWER AND KILOWATTS
Choose your hp, in this example it is 1370.
Use the following link and convert HP to KW for accuracy. http://www.mr2ownersclub.com/converter.htm

TORQUE AND NEWTONMETRES
Both are technically the same. The "original" torque was measured in ft/lbs whereas nm is metric torque.

I found it easier to calculate torque (as ft/lb) first to get nm.

To calculate torque use the following link http://ncalculators.com/electrical/horsepower-to-torque-calculator.htm
Make sure you use 1500rpm - It will equate roughly to an average between 1300 and 1700 rpm (see "info" line 3)
This will give you ft/lbs torque - eg: 4796

Now convert ft/lbs torque to nm use http://www.mr2ownersclub.com/converter.htm again.


Now to edit:-
1) "name" can be modified.
2) "price" can be modified, since you are testing "on the cheap" keep it at 38000 (0 seems to show no engine)
3) leave "unlock" as 0
4) On the first "info" line add your HP and KW - be careful that spaces and "@" signs remain in place.
5) On the second "info" line add your nm calculation
6) No need to modify "info" line 3
7) Leave "icon" alone
8) Add the ft/lb torque number.
--------------------------------------------------------------------------------------

Save your file and zip it - call it zzzzzzz_MavsEngineTester.zip and place it into your mods folder.

Enable it ingame. You should now have a Volvo FH16 engine available with your specs.

This is easy enough to modify to whatever specs you want just for the fun of it. If anyone wants to dig up the other truck folder names in place of the volvo I've chosen, feel free to add here. (I might do it later anyway)

(I am also thinking of doing a modification to the Peterbilt found in the TSM pack for a better engine and trans - all credits to the author but this truck is sloooowwww with 37 tonne on board! - anyone interested?)
最後修改者:Maverick; 2013 年 3 月 16 日 下午 4:33
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Harle¥ 2013 年 3 月 17 日 上午 2:56 
damn man, ya really need to get some sleep, ya head must be to chaotic atm !!!! :P

/cheers

P.S Will try it ;-)
最後修改者:Harle¥; 2013 年 3 月 17 日 上午 5:23
Maverick 2013 年 3 月 17 日 下午 12:27 
Must. Finish. This. Load.
dingdongsilver 2013 年 11 月 1 日 下午 7:35 
How did you find what code to use? Is there some type of documentation?
Maverick 2013 年 11 月 1 日 下午 7:40 
引用自 dingdongsilver
How did you find what code to use? Is there some type of documentation?
Yikes. Thread is from March.

Err....... I recall just looking at other mods.
Harle¥ 2013 年 11 月 2 日 上午 2:46 
Yikes. Thread is from March.

LOL Mav mate.......does this mean we have been long time here ?? :fuelcan:
Fury6 2013 年 11 月 2 日 上午 8:11 
The engines in ETS2 don't have a horsepower parameter, only torque. You decide what torque output you want from the engine and edit the torque parameter accordingly.

That's as far as you actually need to go. The
info[]
lines are nothing but pure string values for displaying in the information panel for the engines and truck. You could actually type absolutely anything at all in there, the game only uses them for display. The @ symbols represent predefined string constants in the game, mostly for localisation.

For example @@nm@@ will be substituted in-game for the localised predefined string representing the Nm symbol in the specific language of the installed game version.

Also, the new game version requires a
volume: x
parameter that defines the engine's total cubic capacity in litres; as well as a
motorbrake: x
parameter that defines a scalar for the engine brake retardation.

A final consideration when wanting to add correct horsepower figures to the info[] string is that the rated hp of an engine does NOT coincide with the rated torque output. If you take the torque value you entered and used that to convert to horsepower you'll get it wrong. The available torque at the rated horsepower will not be the torque you entered as the rated torque parameter and it will also not be at the RPM range that the rated torque is developed.

Generally, rated hp is a peak value that will be at a much higher RPM than the rated torque output. The torque developed at the rated hp RPM will be quite a lot lower than the rated torque output. The hp developed at the rated torque RPM range will be a lot lower than the rated hp.

The hp information entered into the info[] string should be the rated (ie peak) horsepower of the engine, not the horsepower developed at the rated torque RPM range.

As a practical example, the Caterpillar C15-550 develops it's maximum rated power of 550hp or 410kW at 1600-2100 RPM (this is actually the mean hp over that RPM range as it develops a little more than 550 between 1600-1900 and then drops off towards 540 between 1900-2100). The developed torque however is steadily dropping over that entire range from it's max rated torque of 1850lb-ft (2500Nm) at 1500 RPM to under 1400lb-ft (1875Nm) at 2100 RPM. Max rated torque of 2500Nm is developed across the RPM range of 1000-1500 RPM. Over that same range the developed horsepower rises from 375-540.

Without specific torque vs hp curve data for the engine you want, you'll have a hard time converting for correct hp values to enter into the info strings. A good estimate datum for the RPM in a modern 6 cyl. in-line 4-cycle diesel would be 2100RPM or thereabouts but you're still stuck without a valid torque figure to make the conversion. To get a half-decent estimate you could probably use something like 75% of max rated value.

Back to string data... people often make the mistake of including the @ symbols in their pure string data when editing the
info[]
lines. If it's pure text, just type in the actual text, forget the @ symbols, they should only ever be included when you need to use the predefined string constants in the game, such as @@dg@@ for the numerical group separator (the comma for English languages), @@hp@@ for the horsepower symbol, @@nm@@ for Newton-metres etc.
最後修改者:Fury6; 2013 年 11 月 2 日 上午 8:22
Wybrem 2014 年 6 月 22 日 下午 6:58 
It's not working anymore, well not for me, anyone?
Thogmar 2014 年 6 月 22 日 下午 7:46 
引用自 Maverick
I am also thinking of doing a modification to the Peterbilt found in the TSM pack for a better engine and trans - all credits to the author but this truck is sloooowwww with 37 tonne on board!

Yeah it's slow with big load, the enjoyment in this game comes from operating the manual gears, retarders, brakes, steering and accelerator to actually learn how to drive a "real" truck and heavy load. If you're actually doing all that, and not just flooring it with an automatic transmission, keeping your engine within safe and economical operating RPM range, then the game is a fun challenge. There's a reason the game was designed with speeding tickets, collision penalties, and such - operating a truck within the limitations is a much greater challenge than just drag racing down the highway.

Dorking around with the engine is fine if you want to do it, but it immedietly negates a lot of the entertaining operating parameters in the simulation. Also, regardless of the power you have, going faster with a heavy trailer is just going to cause you to crash sooner as the entire setup is not designed to handle well at high speeds.

If you want to have fun with fast semi trucks, there IS an excellent truck racing game called "Truck Racing Simulator 2013" from the same Brazilian Devs who made the excellent racing sim "Game Stock Car". It's a lot more fun to drive a LIGHT truck with massive horsepower and a properly set up suspension. You'll learn how to set up a racing vehicle properly, and how to skillfully drive a very powerful, very fast truck.
Maverick 2014 年 6 月 22 日 下午 10:50 
引用自 HeavyLift
引用自 Maverick
I am also thinking of doing a modification to the Peterbilt found in the TSM pack for a better engine and trans - all credits to the author but this truck is sloooowwww with 37 tonne on board!
There's a reason the game was designed with speeding tickets, collision penalties, and such - operating a truck within the limitations is a much greater challenge than just drag racing down the highway.
Lolz. Look at the date of the post for a start. And *when* this was written I had over 800 hours doing "real" driving.

Enough already with the lecture yeah :)
PC_CERTIFIED 2015 年 6 月 7 日 下午 12:24 
I'm glad you made this post you have made this sim a true sim for me because now in real life i can test different diesel engine type that you would put in a pickup truck to custom work

again thank you
Fish Gaming 2018 年 7 月 17 日 上午 11:16 
Does this still work? I have a kenworth 521 I want to add a higher HP engine to for hauling heavy loads. If this still works do you know what I would need to do to change the sound of the engine? Also can I rename the engine under the code I input to match the truck I'm adding the engine to (for the accesory Engine data)?
最後修改者:Fish Gaming; 2018 年 7 月 17 日 上午 11:19
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張貼日期: 2013 年 3 月 16 日 下午 2:56
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