The way to calculate the torqueScale needs also to use maxRpm and the torque-curve. The torque-curve comes from the normRpm values in the motor section. The value you need, lets call this normTorque, is where the multiplication normRpm * normTorque is at it's highest. In the example below it is torque=0.88 where normRpm="0.86" and I will call these normTorque_max and normRpm_max in the formula.
From a GIANTS Puma with 225 HP:
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<motor torqueScale="0.952" minRpm="850" maxRpm="2200" maxForwardSpeed="53" maxBackwardSpeed="22">
<torque normRpm="0.45" torque="0.9"/>
<torque normRpm="0.5" torque="0.97"/>
<torque normRpm="0.59" torque="1"/>
<torque normRpm="0.72" torque="1"/>
<torque normRpm="0.86" torque="0.88"/>
<torque normRpm="1" torque="0.72"/>
</motor>
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torqueScale = (desired_HP * 30) / (revised_factor * Pi * normTorque_max * normRpm_max * maxRpm)
Doing the math on this example fits pretty well with the value of 0.952 as indicated above.
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(225 * 30) / (1.3596 * 3.1416 * 0.88 * 0.86 * 2200) = 0.95
The revised_factor of 1.3596 that I used in the math example is something I have averaged from several Giants original FS19 vehicles so it should match pretty good. The easiest way is to enter the formula in Excel if you want to calculate the torqueScale for your vehicles and change it.
Here is a Google Spreadsheet I made that you can download or copy in order to calculate this.
https://docs.google.com/spreadsheets/d/ ... sp=sharing
I have recorded a tutorial and explanation of the engine and motor configuration using my spreadsheet and showing in-game that the spreadsheet is consistent and exact to the decimals.
Here is the video:
https://youtu.be/FbGsChHjOFU
Hope everyone interested to learn about engine modding will enjoy it
Remember this post I made a while ago about how to change the XML (and i3D) without restarting your game every time.
How to edit mods without restarting your game viewtopic.php?f=895&t=148588
Good luck.