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I'm pretty sure that smaller engines, with a short stroke can get a decent power curve above 10,000 RPM, but I haven't tried it myself yet. Maybe I'll go do that now....
https://steamcommunity.com/sharedfiles/filedetails/?id=1419225039
I know full well the reason they're not going any higher with the rpm all i'm asking is that we get a camshaft that matches it and stops the torque from nose diving in those rpm meaning we can actually use that rpm in engines we would actually put in cars.
It's why i'm saying the practical rev limit isn't the absolute one we're given unless you're happy with an abysmal torque curve.
The reason motorcycle engines rev that high is because they are small, they have less weight to move.
You can't expect a 5L production engine to rev to 12,000. The engines that do rev that high are drag engines that are rebuilt every few races. Those cams don't go into production cars, which is why they aren't in the game.
The 12,000 rev limit is not intended to be used with large engines. It's for the small engines.
https://steamcommunity.com/sharedfiles/filedetails/?id=1420177168
It does dive a bit, but countering it would cause efficiency to plummet. Increasing quality slightly, reducing bore, increasing exhaust size, using VVL and DOHC with 4 v.p.c., all these help.
1000cc in game engines barely make real 600 motorbike power, Bigger bores kick the snot out of torque production up high which isnt exactly realistic for small engines considering an R1 or somthing has 79mm bore x 51mm Max Torque at 11.500rpm
Ignoring Turbos ofcourse
Plus the power flattens out when stupid optimised which is abit ugly
That was with Hayabusa motorcycle engines though.
Very cool, but with only 25 examples made, it's not a very good representation of a production car.
Especially now with the new update and being able to drive cars in BeamNG i would sacrafice my first born just to be able to use that rpm sound without the torque curve nose diving.
Just an extention on the camshaft profiles to get more aggressive ones still so i can get good torque curves and use those sounds files for high rpm they worked so hard on.
The Ariel Atom 500 revs to 10,500. The Honda S600 from 1964-66 revs to 9,500.
As I said before, that was with 2 motorcycle engines. Very cool,, but it was not an engine built primarily for cars. Also, with only 25 existing in the entire world, it's not a very good representation of a production car.
The issue at hand isn't really to build an engine that could rev to 12k, nor does not suffer from any valve float at all, but to get a power curve which peaks at something beyond 10k.
I'm thinking about the dimensions of a Silvertop 4A-GE...
I'm not saying I would do this on every car. But there are cars out there within the realms of what this game was created to be that would mean you would expect the engines to be able to rev out that high without a torque that just nose dives. Yes the S2000, la ferrari and areial atom are not typical cars but there are enough cars out there. Especially the S2000 that was a common production car that mean you would expect to be able to reach that in game.
I'm not talking about making a 10l rev to 12K. I'm talking about being able to make a performance engines in game, rev to what not so uncommon performance engines rev to in real life. These engines are rarer but they are out there. They have DLC for V16s so i don't see why this is so far out of the realms of possibility.
As i've said. I'm not asking for an extension on the rev limit. Just the ability to use the revs they have given us as at the minute anything above 8500rpm i've never touched because the torque just nose dives. Torque reducing by 10-20% of peak torque at peak rpm is fine. But when it drops from like 100Nm to 60Nm then what's the point. You're just reving the engine for no reason what so ever.
The game is undergoing quite a few balance changes in the coming updates though so we'll see as a whole how it goes.