T16 wrote:Surely using the same gear usage profile will create quite poor result when you compare a car that drives with 1000 rpm at 100km/h in top gear to a car that's geared too 5000 rpm at 100km/h in top gear. Clearly the lower geared car will spend more time in the higher gears (actually in this case it will spend almost all the time in top gear).
If what you are say is that it should be X % city cruising in what gear make the most sense for traveling speed ect. plus some acceleration sections, that's of course fine if a bit obvious.
That are sure extreme examples and you are basically right. But when you build up the car, you will recognize that it makes no sense to use such a extreme long or short final gear. In case of the long gear, the car will not reach the maximum possible speed, because the engine has not enough torque. On the other end, the short gear, the car will run into the rev limiter, without reaching its max speed.
If you design a car properly, you will try to get the max speed near the max power of the engine (which is usually at 90% of max rpm). Maybe for economy reasons you make the top gear a bit longer than necessary. But starting from this point you have to distribute the other gears quite even over the speed range. If you do so, you will find out, that the spreading of the gears and the final gear ratio obeys always to the same rule:
"Put the final gear near to the max. power at max. speed"Even a powerful car with a big V12 engine will do around 2500rpm at around 90mph in the final gear. The final gear has to reach higher speeds (at nearly same rpm), therefore the rpms at cruising are lower.
Of course, there are gearboxes out, with one or two economical gears. These are used for cruising and do not reach max. speed. For example my Civic had 6 gears, the 6th was the economical one. To reach max speed I have to stick to the 5th, but for normal cruising at allowed speeds the 6th is fine.
Dario wrote:I do not follow you, size of wheels, gearbox, differential, what I see in the game is just an engine in the test location. For me to measure life in revolutions is the best. I just have a doubt about how it is measured. I think if I make a utilitarian car engine that is supposed to turn most of the time in 2000 - 3000 rpm it makes no sense that the maximum speed affects so much of its duration, the end will go for very little time at that speed.
In my opinion a good solution is to calculate life of the motor simulating a test in which runs in its optimal range calculated from the value set in the cam profile.
One could assume that an engine with cam 0 is designed to run on 1000 to 3000 rpm and a motor 100 is designed to run on 9k-12k rpm, with all intermediate values. And only marginally from the maximum value.
As I've written before, for engine design, the MRevs are fine. But the aim of the game is to build a car. And as a car manufacturer you have to know, how much mileage can be done with your car, not how many MRev the engine will survive.
Personally I think the engine designer is great, with a big amount of reality. It's perfect that a sharper cam profile or higher rpm are lowering engine life. That fits perfect. Although I want to know how's the weighting of load and speed range to calculate engine life? Is it at nominal power, at max torque, at max rpm? Don't know.
Greetz,
Zeph