Modelling Torque and Torque Converters.

I could restore the broken file!

By “theoretical torque value”, do you mean the torque curve I suggest?

With the torque curve I suggest, the output power vs vehicle speed looks like this.
image
Peak outputs for each gear ratio are less than 300 HP. This is because the overall efficiency of 65% is multiplied to make the characteristics closer to the current in-game model, in oder to preserve the current game balance.

Instead of output power, output torque.

Is this it?

image
In-game engine RPM was assumed to follow n = v/v_max * n_max, where v is vehicle speed, v_max = 53 kph, n_max = 3000 rpm.

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this would be sprocket torque rather than engine torque no?

No, it is engine torque, but with the effect of drag ignored.

I think the variation in the current model is caused by drag.
I have ignored the effect of drag, so actually it is engine torque minus torque due to drag.
That is why the torque is calculated to be lower at higher speeds and higher gears.

How is engine torque like 1/5th of 1st gear though. I mean, do you have an “sprocket torque” vs speed curve too?

The lack of power/torwue curves and how gutless engines are on torque is an annoying part of this game.
It makes the few times you have traction in your all terrain vehicle worse

Well, it looks like 1/5, but it is actually about a half. I should have corrected the y-axis scale…
The data I plotted is not the exact engine torque, but the engine torque with torque from drag subtracted. So it is smaller than the actual engine torque, especially with high gears.
Drag is greater in higher gears and at higher vehicle speeds. Therefore the plotted “engine torque” looks lower in high gears.

I don’t have the sprocket torque, but it’s basically proportional to the vehicle acceleration. “Basically” here means that the drag is ignored. So you can know the shape of the sprocket torque curve (minus the torque from drag) by looking at the acceleration vs vehicle speed curve.

If you have the sprocket radius, I can calculate the sprocket torque (again minus the torque from drag).

See but sprocket torque can be done by dividing by the wheel radius to get a force at the track, and then dividing by mass to get acceleration(which can be measured), no?

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Yes, you’re right.

And I have the mass and acc data, so what I need is the wheel radius, which I’m not sure where to find.

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it is in the game files

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image

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Thanks! I didn’t know that.

image
This is the total (left + right) sprocket torque.

  • Vehicle mass: 21800 kg
  • Drive sprocket radius: 0.312 m
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Your proposed curves looks good :)

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By total you are using half the contribution right? You can’t generate power from nowhere.

Thanks! Happy to hear that!

And, well, I couldn’t understand the point of your question…

The left and right sprockets each exert half the plotted torque, and both contribute to the acceleration of the vehicle.
So, the total force used to accelerate the vehicle is therefore equal to (plotted torque) × (sprocket radius).
Does this explanation make sense?

Was just making sure you haven’t doubled the torque coming out of the transmission because you have two sprockets that’s all.

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Now I understand.
It’s Okay.

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So, did another test of constant gear acceleration, once again interesting findings,
here i have plotted acceleration against time, note each time interval is a speed, so it can also be plotted as acceleration against speed

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when using clutch, acceleration is CONSTANT, i may have mistimed my “start” of acceleration hence the slightly higher 0-5 acceleration, it then ramps up and then down like a real diesel, so that looks good actually.

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