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More racing engines #42
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already have racing engines though. don't need higher power engines, i mean come on, power is completely relevant to vehicle weight |
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. |
Why don't you guys make the Engine Creator idea your next project for acf ;) |
Hmm rubs chin That just might work... :D |
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 |
aha, i found it: Engine maker plan Inputs: 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. 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. Output 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. 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 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, Most of the modifiers will require a lot of fine tuning to get everything balanced, but it can be done. Balance example: Both engines 500 NM torque, same power output, low-range power build I4 would be defined around 7 liters I4 would be natively heavier due to cooling and structural requirements (heavier flywheel to balance etc) I4 would be smaller (this is important to combat vehicles) I4 would require a lower powerband to create equal torque |
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. |
Someone already has a custom ACF with an engine creator. Maybe you guys could get him in your team and balance it accordingly? |
I've designed a new "special" category racing engine that I would like to add. 2.6L wankel (fuelled stats) 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.) |
With fuel, I think we can add more racing oriented high power, high rpm, low torque engines without disrupting the balance of tanks overmuch. These engines would require fuel, and would suck down ludicrous amounts of it. We can add a new efficiency category for racing engines that increases the fuel consumption even further, if need be.
I have a variety of custom engines that fit the bill, they would just need some minor balancing to fit with existing engines.
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