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Top end improvements

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Boise1024

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Post Tue Apr 09, 2013 10:29 am

Top end improvements

Hi,

Discovered, bought & started playing the game last week, must have raked in more than 15 hours as of now. It's a really, really good simulation, and I love to be able to follow the development on this.

I've found that most of the engine setup options are in the game, which is pretty nice. I've found a few possible improvements in the top end section of the engine :

1. Valve spring weight. In modding circles, you often see people changing their stock valve springs for heavier weights so they can access higher rpm, on run more agressive cams without suffering from valve float. I would like to be able to modify this value in the game, higher valve spring weight= less float and more friction. Might be limited according to valvetrain type, more cams = more weight available.

2. Ability to adjust intake runners lenght. This would enhance the current stock/performance/race intake with a separate value for runner lenght. Longer for more torque, shorter for more HP.

3. Dual-stage intake. Most cars have these now, there's a valve in the air box that opens up the intake at higher rpm (somewhat like running shorter runners) for more flow.

4. Ability to change the VVL engagement point, this is purely for fine tuning, current setting is not that restrictive. Could also incorporate truly infinite VVL as in BMW Valvetronic.

Also, while somewhat unrelated to top end, the fuel cut should really only be limited to 15-20k RPM, so as not to limit extreme designs and motorcycle engines.

Only my 2c, feel free to comment !
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Slim Jim

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Post Tue Apr 09, 2013 10:55 am

Re: Top end improvements

1. Not likely going to happen since that portion of the game is pretty much locked down.
2. See #1
3. This feature may be added in the future (from what I remember reading). It's difficult to recreate engines like my old Ford Taurus SHO without it. So I'd like to see it too (otherwise I'm forced to use VVL to mimic the torque curve).
4. VVL engagement is already "optimized" in that It automatically switches to the "power" profile as soon as it can produce more torque
5. See #1 - actually, this is definitely not going to happen. The 12k rpm limit is hard coded into the game and would require starting from scratch to get everything to work right. The game wasn't designed to be a motorcycle simulator, and there are only a handful of "production" cars capable of revving up to 10k rpm anyway... let alone 12k and beyond.

Welcome to the forums! :mrgreen:
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Boise1024

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Post Tue Apr 09, 2013 11:50 am

Re: Top end improvements

Yeah, I know it's locked down, but decided to post anyway. You don't always know when a dev might decide to add a feature !

About #4, it's only to add fine-tuning for us hardcore user, I know it's already optimized.

#5 I would retract, just thinking about the sound problem at these RPMs is scary, and I guess it would slow down the simulation on some lower-end hardware.
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Slim Jim

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Post Tue Apr 09, 2013 12:10 pm

Re: Top end improvements

Boise1024 wrote:Yeah, I know it's locked down, but decided to post anyway. You don't always know when a dev might decide to add a feature !


Fair enough... but...

About #4, it's only to add fine-tuning for us hardcore user, I know it's already optimized.


...if you know it's already optimized then, by definition, you're only going to make things worse. :P Not worth the extra programming effort, and modifications to the UI.

#5 I would retract, just thinking about the sound problem at these RPMs is scary, and I guess it would slow down the simulation on some lower-end hardware.


Yea, like mine! :lol:
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Post Tue Apr 09, 2013 12:13 pm

Re: Top end improvements

20,000rpm....ARE YOU INSANE thats F1 territory and you wont find any car engines that can reach those sorts of INSANE speeds...
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Post Tue Apr 09, 2013 1:22 pm

Re: Top end improvements

1. That's already changed automatically with Cam Profile as far as I remember, more aggressive profiles should make the springs heavier.

2. Real pain to do art wise, almost impossible without a lot of work, but a choice of long or short runners may eventually be a thing.

3. Yes, we do want to add this, probably after release though

4. You can't set it any better than it automatically does, as it self optimizes.
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Post Tue Apr 09, 2013 1:59 pm

Re: Top end improvements

a Fuel cut off would be interesting so you could set it so it could overrun the redline but you could say on like a Saab you can rev it to 6500rpm with ease but the fuel cuts off at 6200rpm to protect the injectors
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Post Tue Apr 09, 2013 2:08 pm

Re: Top end improvements

Juno8 wrote:a Fuel cut off would be interesting so you could set it so it could overrun the redline but you could say on like a Saab you can rev it to 6500rpm with ease but the fuel cuts off at 6200rpm to protect the injectors



Why would you want that, from a design/gameplay point of view, and in what way would it be worth the effort to add? I don't get it.
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Post Tue Apr 09, 2013 2:10 pm

Re: Top end improvements

I gave an example of a fuel cut off system there Daffy

as to what Boise said above:

"Also, while somewhat unrelated to top end, the fuel cut should really only be limited to 15-20k RPM, so as not to limit extreme designs and motorcycle engines."

sorry me not make sense tonight xD
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Post Tue Apr 09, 2013 2:22 pm

Re: Top end improvements

I still don't understand how its any different or why we'd want it..
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Post Tue Apr 09, 2013 2:28 pm

Re: Top end improvements

okay I have completely lost the plot...I will need to sleep on it Daffy I need sleep its 3:29 am BST and its extremely late....I need rest I will sleep on it
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Post Tue Apr 09, 2013 3:53 pm

Re: Top end improvements

:roll:
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Slim Jim

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Post Tue Apr 09, 2013 4:53 pm

Re: Top end improvements

Juno8 wrote:a Fuel cut off would be interesting so you could set it so it could overrun the redline but you could say on like a Saab you can rev it to 6500rpm with ease but the fuel cuts off at 6200rpm to protect the injectors


You've got that the wrong way 'round. I think you mean, a 6200 rpm redline, with a 6500 rpm fuel cut.

To which I would reply: ...it's pointless. Unless you're looking at an actual tachometer (like on a dashboard) - where one could argue it would look "cool", having a redline and fuel cut at different rpms won't make any difference from a design/gameplay point of view (since it's just a dyno graph). Some cars, like the DB9 don't even have visible redlines:

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...and others have fuel cutoffs that happen *before* the redline (like the 2012 Chevrolet Camaro SS automatic I rented).

Personally, I'd like to see this game finished sooner rather than later... so all these little "suggestions" really need to be thought out before they're posted.

I still don't understand how its any different or why we'd want it..


I think he just wants to see the power/torque lines go deep into the red before hitting the fuel cut.

..... :shock:
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Post Tue Apr 09, 2013 6:24 pm

Re: Top end improvements

Slim Jim wrote:Personally, I'd like to see this game finished sooner rather than later... so all these little "suggestions" really need to be thought out before they're posted.



Yes, whilst we're happy to have suggestions, please, for the love of god, run it through this test before you post it - viewtopic.php?f=14&t=1838
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Post Tue Apr 09, 2013 6:59 pm

Re: Top end improvements

Daffyflyer wrote::roll:


haha do laugh man do laugh I had just finished watching the film Senna, but you should give the ideas though, like what Slim Jim said
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