Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Would it be possible to raise the maximum in-game compression ratio from 15.0:1 to somewhere in the region of 23.0:1? The reason why I am asking is because Mazda is planning in their next generation SkyActiv-X to raise the compression ratio from 14.0:1 in their current SkyActiv-G engine to 16.0:1 while still being able to run on 91 or higher and I want to be able to do it in the game.
Another question relating to the compression ratio is why am I not able to make any of my engines that have a compression ratio of 14.0:1 be able to run on 91 without reducing ignition timing to a very low level, raising the a/f ratio to a very rich level, and having to use 100 RON? I want to be able to replicate the Mazda SkyActiv-G engine in-game and being unable to do so annoys me. (If you are wondering, I am using Direct Injection)
I have noticed that certain engines in real life that have carburettors are able to run on 91 RON with a compression ratio of 8.7:1 up to 9.5:1 which they can not in game without using 95 RON or higher.
Is it something to do with how the calculations for fuel systems and engines are coded internally?
Are there any plans to adjust these calculations in the coding?
Would it also be possible to lower the minimum compression ratio from 6.0:1 to 3.9:1 so that I am able to replicate some old engines that can truly run on very low quality fuel?
Regarding selection of transmissions for the cars you create, are there plans to add a 10th gear to the automatic transmissions along with a manual mode that can be used in Beam.NG Drive, as well as 9 gears to the Sequential and Dual Clutch Transmissions?
In regards to car suspension systems, are there plans to add multilink suspension to the front axle, transverse independent leaf springs, and torsion bar suspension?
Moving on from the mechanical side of things and onto other aspects of vehicle design, are there plans to be able to add more than 3 rows and 9 seats to the vehicles I design? I am trying to make similar vans to the Kia Grand Carnival (11 seats in 4 rows), Hyundai Grand Starex (12 seats in 4 rows), and the Joylong something-Van (looks similar to a Toyota H200 Hiace - 20 seats in 6 rows) and I am currently unable to do so.
For export to BeamNG.Drive, would it be possible to make the indicators (amber lights) be able to switch between parking light function to turn blinker/indicator function (dim to bright, and bright to dim) and the ability to just leave it as turn blinker/indicator function only?
Thank you once again, and I am looking forward to your replies.
Best Regards.
Not for now, as there are so many parameters that go into it that it is quite the task to improve things from here. Indeed the compression vs. RON calculations are not that accurate, but also not super important to how the game plays. So the answer to your question and statements is: yeah, it's not great (as in accurate to IRL engines), but it's not viable to spend more effort on this as it plays well as is.
More gears?
Would be easy to add, so maybe. Doesn't seem like that would change much though?
More suspension types?
Also a maybe, but that is quite a bit of work. We'd only add more types when during balancing it is discovered that there are big gaps in the available choices and that leads to the game not playing well.
More than 3 rows?
No, we decided against that as it really isn't relevant to the passenger car market from a big picture perspective. You gotta ask yourself the question: how would that improve anything that is already in the game? The answer we found is: not really anything.
Lights in BeamNG?
We do want to look into improving the lights system so that you can set which light has what role. If that will cover what you mention is not decided yet.
Cheers!
New car bodies come when they are ready, and generally to fill gaps in the lineup. Understand that they represent upwards of a hundred or more hours of labour to complete even one of them, so we can only do so many!
I also needed a minimum rpm about 1800. but 2000 rpm are minimum now.
and also higher compression ratios upto 24.1:1
some truck engines have ratios I found with 18.1:1 or higher.
speaking of which-