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as much as itd be cool to be able to choose other types of fuel injection, valve functions/cylinder isolation, forced induction types (ie dual charged, single turbo, quad turbo, super charged, whatever), turbo placement, or basically any functional engine or drive train mod or specification you can imagine and you will also be able to think of at least a few parameters to be controlled and few failure points to monitor as well. and therein lies the rub, accounting for all of that with an interface that is enjoyable and not frustrating or time consuming while maintaining larger game functionality is quite the undertaking.
i think its important for us to manage our expectations of the game if we are approaching it coming off of NFS, GT, DIRT, Forza or even assetto corsa, the inner workings of the vehicles in those games are far less intricate and can easily be modified. in the case of assetto corsa you can use the car editor app to take a look at all of the code that dictates the behavior of the vehicle, if you are determined you can even swap engines and add turbos and much more.
that said, even though it might be lacking some functionality the game does make designing a functional engine fun, pair it with beam NG and ill happily forgive its short comings.
could I please get a summary?
car game complex, no mod :(
Many thanks:)
i just wanted to be descriptive of the situation as i understood it.
maybe i use too many run on sentences.
super recommend trying AC mods tho.
anyyway, the still too long for a TLDR
the crux of things is that complex damage functions like they use in automation make it difficult to create functional mods.
play beam.ng you can see the drive shaft spinning, you can cause valve float by over revving the engine, there are even menu commands for blowing a head gasket, piston rings and connecting rod bearings, and you can hit a curb at 100+ and it will simulate all the damage visually and functionally. they went that far with the simulation for all the cars in the game, including cars you export from automation.
play FH4: the only damage metric that affects handling is tire ware, all other damage is cosmetic. which is fine that game has its own merrits.
Engine performance is entirely simulated in this game (based off of layout, materials, dimensions, etc.), and it's simulated very closely to real life. In the real world, no engine is really "better" - I know that sounds crazy, but the only way make an engine "better" is to actually make it different, by changing things like displacement, materials, fuel mixture, and so forth (this includes flash tunes, they still have to operate within hardware limitations). And this is really why there can't be mods for "better" engines in this game, because you can't make the same engine better. You have to literally change something about it.
Mods for "better" engines are more or less impossible, since in order for them to exist, the game would have to be able to simulate an infinitely wide array of extremely complex, and potentially non-existent, things. This extremely niche game simply does not have a big enough budget or dev team behind it to make that happen.
With that being said, there's just only so much power that you can make with gasoline and metal. I'd love for the game to have more options (like nitromethane and diesel fuel, superchargers, more deeply customizable fuel injection, etc), but like I mentioned, we have to keep our expectations realistic.
Also, OP, have you even maxed out a V12 on this game? You can easily get one north of 2,000hp, and if you want to be a huge tryhard, you can eek out 4,000hp+. But that much horsepower will blow out your tires, destroy your chassis, and send you into a perpetual wheelie (since there are no wheelie bars), so there's really no point. You'd more or less have to overhaul the entire game to make these "better" engines even somewhat feasible for use.
However, you can always go make a standalone BeamNG mod and give it a million horsepower. Or just go download the V10 Destroyer mod.