I used realistic power values and torque curves in my vehicles and noticed some problems. In my opinion, these machines feel a bit too weak with these power values, although I am not sure whether this is entirely due to the power itself. I am also wondering where in the scripts there is the part of the code that interprets one horsepower, or power in general, and whether it can be adjusted in a reasonably simple way, or if it is in fact much more complex.
I will give a few examples.
First example:
I was working on a car. It has 45 HP, a maximum torque of 90 Nm, a top speed of 115 km/h, a 0–80 km/h time of 18 seconds, a 0–100 km/h time of 36 seconds, and weighs about 1000 kg. With twice the real-life power, the car only reaches about 80–85 km/h at engine speeds close to the maximum torque. Moreover, increasing the power by 50% raises the top speed by only about 5 km/h. Without this mod, it reaches 115 km/h without major issues.
I am wondering whether the problem here might be some additional resistances introduced by MR. I tried various approaches other than increasing power, such as changing wheel mass, slightly changing the vehicle mass, and adjusting gear ratios, but the results were rather poor. For now, I have left it as it is, because I am not quite sure what else to do with it.
Second example:
I was working on a tractor. It has 52 HP, a maximum torque of 190 Nm, and weighs about 2700 kg. I kept these values. On flat, dry farmland with a trailer weighing 9000 kg, it barely moves at 4–5 km/h in first gear, and in second gear it already bogs down. Doubling the power increases the achievable speed by only about 1.5–2 km/h. It can then manage third gear, but still does not reach a much higher speed.
This behavior only occurs on fields; on the road or on grass it performs much better (although I think that on asphalt uphill it could still pull a bit more weight, but that is a minor detail).
Here are the gear ratios of this tractor:
I think that under such conditions and with that load it should initially dig in a bit, but still be able to accelerate up to third gear, and realistically be able to pull 12–15 tons at most, of course with much higher resistance (it should slip much more).
I also tried various approaches here. I changed the mrFrictionScale parameter, which was set to 1.9 by default; I also tried 1.5 (which barely improved anything, and increasing this value too much makes the driving feel artificial because it eliminates slip, which is natural). I also modified tire properties in TyresFrictionAndRrTable.xml (setting RollingResistance very low and Friction high), which only slightly improved drivability, allowing the tractor to drive in second gear.
I tested it on a slight uphill slope of a few degrees. With a load of 5700 kg, it barely climbs in first gear, reaching about 3 km/h. In my opinion, it should perform a bit better; it should be able to climb in second gear (tractors of this class with 4-ton trailers manage hills under good conditions in real life).
I do not want this to sound like overly wishful thinking regarding this mod. My expectations are based on my real-life observations of how these tractors perform with specific trailers. I mainly wanted to find out what possibilities exist to fine-tune my machines in this mod to better suit my needs. Is it possible to change the value of some variable in one of the scripts, or is it much more complicated than that? Or perhaps I should be adjusting other parameters to achieve the desired effect.
Ideally, I would like to achieve this effect without changing the realistic values for engine power, gearbox ratios, and mass, although I am not sure whether I should give up on that or simply accept how it behaves with these parameters.
I used realistic power values and torque curves in my vehicles and noticed some problems. In my opinion, these machines feel a bit too weak with these power values, although I am not sure whether this is entirely due to the power itself. I am also wondering where in the scripts there is the part of the code that interprets one horsepower, or power in general, and whether it can be adjusted in a reasonably simple way, or if it is in fact much more complex.
I will give a few examples.
First example:
I was working on a car. It has 45 HP, a maximum torque of 90 Nm, a top speed of 115 km/h, a 0–80 km/h time of 18 seconds, a 0–100 km/h time of 36 seconds, and weighs about 1000 kg. With twice the real-life power, the car only reaches about 80–85 km/h at engine speeds close to the maximum torque. Moreover, increasing the power by 50% raises the top speed by only about 5 km/h. Without this mod, it reaches 115 km/h without major issues.
I am wondering whether the problem here might be some additional resistances introduced by MR. I tried various approaches other than increasing power, such as changing wheel mass, slightly changing the vehicle mass, and adjusting gear ratios, but the results were rather poor. For now, I have left it as it is, because I am not quite sure what else to do with it.
Second example:
I was working on a tractor. It has 52 HP, a maximum torque of 190 Nm, and weighs about 2700 kg. I kept these values. On flat, dry farmland with a trailer weighing 9000 kg, it barely moves at 4–5 km/h in first gear, and in second gear it already bogs down. Doubling the power increases the achievable speed by only about 1.5–2 km/h. It can then manage third gear, but still does not reach a much higher speed.
This behavior only occurs on fields; on the road or on grass it performs much better (although I think that on asphalt uphill it could still pull a bit more weight, but that is a minor detail).
Here are the gear ratios of this tractor:
I think that under such conditions and with that load it should initially dig in a bit, but still be able to accelerate up to third gear, and realistically be able to pull 12–15 tons at most, of course with much higher resistance (it should slip much more).
I also tried various approaches here. I changed the mrFrictionScale parameter, which was set to 1.9 by default; I also tried 1.5 (which barely improved anything, and increasing this value too much makes the driving feel artificial because it eliminates slip, which is natural). I also modified tire properties in TyresFrictionAndRrTable.xml (setting RollingResistance very low and Friction high), which only slightly improved drivability, allowing the tractor to drive in second gear.
I tested it on a slight uphill slope of a few degrees. With a load of 5700 kg, it barely climbs in first gear, reaching about 3 km/h. In my opinion, it should perform a bit better; it should be able to climb in second gear (tractors of this class with 4-ton trailers manage hills under good conditions in real life).
I do not want this to sound like overly wishful thinking regarding this mod. My expectations are based on my real-life observations of how these tractors perform with specific trailers. I mainly wanted to find out what possibilities exist to fine-tune my machines in this mod to better suit my needs. Is it possible to change the value of some variable in one of the scripts, or is it much more complicated than that? Or perhaps I should be adjusting other parameters to achieve the desired effect.
Ideally, I would like to achieve this effect without changing the realistic values for engine power, gearbox ratios, and mass, although I am not sure whether I should give up on that or simply accept how it behaves with these parameters.