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翻訳の問題を報告
Engines act how they're designed too. Engines that are designed to rev have torque high up. Yes they reach a peak torque then drop but there's a difference between loosing 10% of the peak torque figure between peak torque and redline and 40%. One has been designed to rev out that high the other is just being rev'd for the purpose of high rpm and isn't running effectively at that rpm.
Power is a function of torque and rpm. You need high torque at high rpm to make power there. If you have a torque curve that nose dives then your acceleration drastically slows as you reach the top of the revs. In a sports car i want an engine which keeps going and provides fairly constant torque until it hits the rev limit. Just having power doesn't mean you have a well optimised engine for the role your asking it to do. It needs to make the power in the way you want it too.
As i said. There's no point reving out to 12K rpm because you're torque drops and all you're really doing beyond that is making lots of noise and making your engine run increasingly poorly. Whereas if that torque curve was extended further you could better utilise those revs and actually make some meaningful use of them. If we're given the option for it why haven't we been given the tools to use it like we have for all other rpm ranges we have available to us. It just seems like a strange game design choice.
Power might be a function of torque and RPM, but that doesn't mean you need ridiculous torque to make power high in the rev range. If you wanted to make close to 350hp at 9,000 RPM, you'd only need about 200lb-ft of torque. You can have consistent torque to the rev limit, but you wont be able to have a crazy redline, just like a real engine. It's perfectly possible to use the full rev-range.
I can make an engine that revs to 9k and produces 200hp right at the top in about 2 minutes. No quality sliders, just bumped up cam profile etc. and it still had more to give. The torque was even relatively linear and didn't drop off until the last couple thousand revs. I think the issues you are experiencing might be with the engineer, and not the game.
Nobody is objecting having usable high-reving engines. People are objecting changing the game to be less realistic to compensate for one person's ignorance.
You're talking ♥♥♥♥ mate. First off i'm quite clearly not the only person who would like some adjustment/ change to the way the valvetrain aggressiveness works.
Secondly engines all have a similar shape torque curve in that it peaks and then goes down again because engines are built for a purpose and by their narture tend to be optimised for an rpm range. Where that plateau and peak are, make the difference and make the difference between an economy engine and a performace one. Bike engines have peak torque at 10,000rpm or above because they're designed for that as they're performance engines. They don't just want a certain amount of power but also a useable power band at high rpm which is where it's designed to be run. To have that useable power band you need a plateauing torque curve or an area with a relatively flat torque curve. If it dives and your power stops increasing then you may as well shift up gear. In which case why would you make an engine to rev that high if it has no benefit.
This isn't a question of if there aren't engines that can do what i'm saying as there clearly are, be it in bikes, some performace cars and they have a stable torque curve at these high rpms. It takes 10 seconds to go on google and search "cars that rev to 10000rpm and you get plenty of cars that defintely weren't one offs that did this. This is a question of, we have the option to rev that high in game however we are arbitarily limited by the available adjustment in the game.
https://www.roadandtrack.com/car-culture/g6599/highest-revving-production-cars/?slide=1
It looks like 9250rpm is the very top of the range for production car engines (even then less than 500 were made). You might want to look at the hp/torque graph for a Ferrari LaFerrari to get a better idea of the realism for this game.
And I'm not trying to be a jerk or anything, but the only other person on this thread that agreed with you about having the devs make adjustments was talking about a 11k rev limit from a 4AGE engine. The only places that engine did 11k was in a cartoon and on a racetrack.
No i agree it is generous as is. But even if we go by the rpm of those cars getting a torque curve that takes you all the way out to 10K and doesn't still nose dive isn't something you can particularly do. If you did move the rev limit back to 10 I wouldn't particularly mind but at the minute there's the top end of those revs that you can't really use. Or there's just no benefit/ point to use unless the adjustment was extended.
This was never an issue of whether it was common or not. I know it's not. But if it's in the game that suggests that it's within what the developers would want you to do. So the fact we don't have the adjustment to really use it was the issue i was picking up on. If there rev limit was brought back to 10 with just a tad more adjustment added i wouldn't mind at all. But if it's there and we can't use it so to speak that's when it becomes a bit frustrating.
cosworth just made a 6.5L V12 that revs to 11.000 rpm and has peak power at 10.500 that will go to 150 road cars so...