I am currently building a police suv, my second car. I want it to have 600hp engine, but when I make it that powerful on a simulated car (I have only built chasis so far, so I have put a block and made it weight enough to make my car heavy) it accelerates like crazy. I have limited the speed by editing the max angular velocity, but the acceleration is still the same.
Any ideas?
Traction, power and acceleration.
10.5k Xenotriver
6.3 years ago
Aerodynamics has very little impact on acceleration but a huge impact on top speed. The original post is about reducing acceleration @DemonSniper8
@LiamW it's pretty hard to make a car go fast without aero to glue it to the ground. I mean with overload
@DemonSniper8 But only because it's a game. I really don't like using exploits or modding to create something that shouldn't work. But I can't really tell anyone how to play the game can I? By the way, what do you mean by XML stuff? I could make something go beyond light speed if I went nuts with XML
@LiamW nah, as the leading authority (xD) on making cars go nyoom faster, it has more to do with weight of the car and power of the engine, as well as some xml shtuff
I've got a car to go 18,500mph with a 600hp engine and no jets. And it was RWD. So yea
That being said, it’s a game about planes so I can’t really expect the devs to put that much time into the finer points of land vehicles. We can use workarounds to create pretty much anything
There’s a crazy number of things that affect acceleration and top speed on IC engines. Electric is actually a lot simpler. Horsepower and torque are separate things and have different effects on performance. Gearing is perhaps the biggest thing. Simpleplanes has no gears at all and there is no separate control for torque, so to make up for that, the engines are just plain weird at times
You get a huge difference between 3 and 5. Think of it as gearing @DemonSniper8
@LiamW ehhhh not by that much
True true i forgot anour COM but yeah @DemonSniper8
@Minecraftpoweer maybe it's a little different on car engines, but on plane and jet engines
1hp + less than 1input = Less than 1hp in total power
So if your top speed at 5000ft was 200mph and you reduced the input only it would not be 200mph anymore, it would be less. I think the difference is the fact that wheels have a max velocity so your not actually getting to the true top speed to see that it actually decreases. i.e. Max wheel speed is 200mph max engine speed is actually 2000mph. So decreasing the input will apply the power more slower and results just like you describe. Then you have the wheel size that affects the top speed on cars too, so yeah. It's more complicated on cars I guess.Bigger wheels will slow you down drastically
@Mattangi2 too high of a sideways traction doesn't make the car flip, it's actually that combined with a too high CoM that makes it flip.
cause science
Go into the
input
section, and change themax input
to a number smaller than 1 but bigger than 0. That limits how fast the car accelerates. in themin input
you should do -0.1 or -0.2 because the reverse should be slower lol.@RodWan but if you want the hp to stay you just lower the input. I do it and it works it accelerates slower it also works for reversing it making it accelerate slower backwards aswell
Weird, I can limit my tank speed to only 70 kph with a 1200 HP engine
@Minecraftpoweer Actually you would want to raise the input if you wanted a slower acceleration, and then decrease the base power to compensate for the higher range. Decreasing the input will make it more responsive while reducing the final hp. So for example.
.1input+10hp=almost instant responsive low fuel use 1hp total power.
1input+1hp=normal
10input+.1hp=slow accel high fuel use 1hp total power
@Minecraftpoweer I just got to 3.5 seconds to 62mph/100kmph editing traction so yeah.
or just in xml make the max input lower like 0.25 or something and make min input 0.125 or something and test until you find something you like
@Mattangi2 thanks
@Oski raising forward traction will make the tires more sticky. In real life, too high forward traction will make the car undrivable, but in SP, all it does is raise the top speed and increase the acceleration rate.
.
Sideways traction controls how drifty your car is. As a rule of thumb, the back wheels should be 10-20% higher in sideways traction than the fron wheels. Be caredul though: too high of a sideways traction will make the car flip over.
@Mattangi2 well, the drag will increase by itself. But the traction, I thought increasing will do it...
Btw, What does sideways traction do?