BeamNG.drive

BeamNG.drive

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RobJ18 Feb 13, 2020 @ 12:36pm
Rolling road / Dynamometer?
I know there is already power and torque graphs in the game but how difficult would it be to implement/mod one of these into the game?
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Showing 1-15 of 21 comments
Vin Petrol Feb 13, 2020 @ 1:28pm 
Good point, as it's all about vehicles, physics and figures, this would be cool.
RobJ18 Feb 13, 2020 @ 1:44pm 
Originally posted by Vin Petrol:
Good point, as it's all about vehicles, physics and figures, this would be cool.
Exactly. Instead of adding parts to an engine or increasing RPM and looking at a graph, it would be good if we could add those same parts and watch the outputs of the engines change in real time and then adjust accordingly, like tuning a car irl.

If any modders are listening I would be happy to work on something together
Dr. Death Feb 13, 2020 @ 1:59pm 
AFAIK, devs said attempts bugged out and decided to stop trying to make it work. I do wish it did tho. I dont like having to open up the app library, install the app, check my HP number, then remove the app all the time.
RobJ18 Feb 13, 2020 @ 2:02pm 
Originally posted by Dr. Death:
AFAIK, devs said attempts bugged out and decided to stop trying to make it work. I do wish it did tho. I dont like having to open up the app library, install the app, check my HP number, then remove the app all the time.
Yeah I just keep the app there now. Not the same though
VaderDFXB Feb 13, 2020 @ 2:30pm 
Well with the coming campaign, supposedly, it would make sense to add such a thing for realism. That and it'd kinda just be interesting to have.
VoidSixx Feb 15, 2020 @ 11:55am 
They have been showing off some rollers for 4WD/AWD demonstrations recently, so that might hint at making another attempt at a dyno.
Dr. Death Feb 15, 2020 @ 1:03pm 
Originally posted by VoidSixx:
They have been showing off some rollers for 4WD/AWD demonstrations recently, so that might hint at making another attempt at a dyno.
i asked around, the rollers work fine, but apparently the issue isn't the rollers but getting accurate data out of them.
VaderDFXB Feb 15, 2020 @ 1:18pm 
Originally posted by Dr. Death:
i asked around, the rollers work fine, but apparently the issue isn't the rollers but getting accurate data out of them.
Ah, that's unfortunate. I guess they can eventually manage to work it out, but how much work is too much? Still would be nice to see eventually.
RobJ18 Feb 15, 2020 @ 1:19pm 
Originally posted by Dr. Death:
Originally posted by VoidSixx:
They have been showing off some rollers for 4WD/AWD demonstrations recently, so that might hint at making another attempt at a dyno.
i asked around, the rollers work fine, but apparently the issue isn't the rollers but getting accurate data out of them.
Just getting the rollers in the game would be great. It would be good to be able to gather data from them when the ability to do so is there but one step at a time I guess
stenyak Feb 18, 2020 @ 8:35am 
Originally posted by RobertJ18:
I know there is already power and torque graphs in the game but how difficult would it be to implement/mod one of these into the game?
Extremely.

If the intention is to just pretend or to roleplay that a dyno worked, I'm sure most modders can create a prop with rotating rollers that you can drive into. But acquiring reliable data from it... good luck. We halted development on an official dyno because of that difficulty, it's a fully abandoned project, and there's no plans to resume it ever.
Dr. Death Feb 18, 2020 @ 8:57am 
Originally posted by stenyak:
Originally posted by RobertJ18:
I know there is already power and torque graphs in the game but how difficult would it be to implement/mod one of these into the game?
Extremely.

If the intention is to just pretend or to roleplay that a dyno worked, I'm sure most modders can create a prop with rotating rollers that you can drive into. But acquiring reliable data from it... good luck. We halted development on an official dyno because of that difficulty, it's a fully abandoned project, and there's no plans to resume it ever.
so the issue wasn't the rollers, it was to get the torque graphs out of it? How hard would it be to make a bootleg "good enough" attempt of a set of rollers that show you the engine's torque curve tho?
RobJ18 Feb 18, 2020 @ 10:17am 
I'd be happy to just have the rolls tbh. Even then it would allow you to hold the car under load at a certain RPM without either being in neutral or driving into stuff :winter2019happyyul:
stenyak Feb 18, 2020 @ 10:22am 
Originally posted by Dr. Death:
How hard would it be to make a bootleg "good enough"
That depends entirely on how low you are willing to drop your standards. You could automatically enable the dynamometer UI app whenever you touch the fake dyno prop with a wheel. Would that mod be 'good enough'? Depends on how low your standard is.
Dr. Death Feb 18, 2020 @ 11:04am 
Originally posted by stenyak:
Originally posted by Dr. Death:
How hard would it be to make a bootleg "good enough"
That depends entirely on how low you are willing to drop your standards. You could automatically enable the dynamometer UI app whenever you touch the fake dyno prop with a wheel. Would that mod be 'good enough'? Depends on how low your standard is.
It would to me at least. I just wanted a solution that involved knowing my car's hp without having to open, find, activate, the toqrque UI app, then remove it when i dont need to.
RobJ18 Feb 18, 2020 @ 12:05pm 
Originally posted by Dr. Death:
Originally posted by stenyak:
That depends entirely on how low you are willing to drop your standards. You could automatically enable the dynamometer UI app whenever you touch the fake dyno prop with a wheel. Would that mod be 'good enough'? Depends on how low your standard is.
It would to me at least. I just wanted a solution that involved knowing my car's hp without having to open, find, activate, the toqrque UI app, then remove it when i dont need to.
That idea sounds good to me. Would it then remove the UI app when your wheels were no longer touching the dyno?
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Date Posted: Feb 13, 2020 @ 12:36pm
Posts: 21