Daffyflyer wrote:Which parts of the turbo graph need explaining better? For me it's the single most useful bit of information for designing a turbo setup, as it shows you when it will spool up, how much boost it will make at what RPM, how effecient it is and if you're working the turbo too hard etc.
I do have one suggestion - would it be possible to crop the turbo graph off at (or somewhere slightly above) the engine's RPM limit? If you happen to be building an econobox with a 6000 RPM redline, for example, fully half of the turbo graph is useless information.
DeltaForce wrote:Also, I notice that there is an Eco setting for the turbos in game. Can you go about tuning a turbo to produce better fuel economy than the engine produces in naturally aspirated configuration (as with a turbo-diesel engine), or does the Eco setting simply mean the turbo is tuned to consume less fuel than the other settings?
Turbocharged engines actually can exceed the specific fuel efficiency of a naturally aspirated engine by a considerable margin, but this requires a lot of careful tuning. The trick is to use low boost (somewhere in the region of 7 PSI, or 0.5 Bar, seems to be ideal) and size the turbocharger to spool up just before your naturally aspirated engine reaches its most efficient RPM range.
Just as an example, I've built a naturally aspirated engine 2.2L engine which makes 134 hp and 197 Nm at ~35% efficiency. Adding a small intercooled turbocharger (38.5mm compressor, 31mm turbine) shoves this up to 227 Nm and close to 43% efficiency, while a 1.24 AR ratio allows it to make 198 horsepower despite the tiny turbine. And it still runs on the same octane fuel.
The Economy preset is a good starting point, but I always prefer to run a smaller turbine and a larger AR ratio as you gain a lot of top-end power with minimal effects on efficiency and responsiveness.
Because a picture is a thousand words, here.
