Dynamometer for fine tunning of engine and gearing

  • Thread starter Thread starter 20B_4ME
  • 3 comments
  • 801 views
Messages
613
Messages
TWNTYB_4ME
Messages
F Caris
A dynamometer or "dyno" for short, is a device for measuring force, moment of force (torque), or power. For example, the power produced by an engine, motor or other rotating prime mover can be calculated by simultaneously measuring torque and rotational speed(RPM).

In real life, you can take your modified or standard car to a tunning shop outfitted with a dynamometer and have technicians fine tune your engine (ignition timing and/or map, camshaft timing if fitted with adjustable gears, carburettor or fuel injection, etc). In game we could even use it to check what speeds can be achieved with the gearing fitted before taking the car to a track.

Of course not everyone will want to use this feature as it can get a bit technical, but just like in real life, if you don't want to use it, you can simply use the car with the stock settings, same as existing tunning. But if you want to fiddle and tune to get the maximum power/efficiency/performance from your car, then use the dyno.

This could be quite fun and interesting also with the economy runs in the Coffee Break section of GT6. If PD implements the dyno feature and releases harder economy run events, one could fine tune the car of choice for economy instead of performance to try and beat the event!

Need For Speed Underground 2 is a good example of a car game with a dyno. Here is a video:

 
It wouldn't be that hard to implement this on any car in the game. All PD really needs is to place certain values of volumetric efficiency, fuel delivery capacity, compression ratio, ignition timing, and displacement. Plug a formula into every car and give the user the ability to play with 3D timing and fueling maps. Give it a simplified user-friendly version of a MoTeC or AEM Hydra interface, and show the gains that are able to be made with each piece of hardware added that can expand the tuning parameters of the engine. Like for instance, you're trying to raise the boost in the mid-rpm range but the boost control map is maxed out in that area because the fuel map can't hit it's target air-to-fuel ratio with any more boost. Add higher flowing injectors, and the mixture can run rich enough to match the boost, and can be raised slightly higher anywhere across the rpm map.
 
Last edited:
I also thought about it. It would be great. I would do it more realistically than in U2 but the concept is great. It would be brilliant if they also made the fuel consumption depend on the tune. :D
 
Back