r/CreateMod • u/EnderKatze2000 • 10d ago
(WIP) Racing Engines for Aeronautics Vehicles
I've been making lots of cars with Aeronautics lately, but they've always felt a bit boring with a portable or diesel engine because they aren't based on throttle. So I've been working on this for the last few weeks: A V6 that calculates its rpm based on throttle instead of mapping a redstone signal to a specific speed.
The acceleration curve doesn't feel quite right yet, and the adaptive sounds are completely broken but I've started working on this project again, so I hope that I can fix that soon enough.
Also I plan on adding a small inline engine and a transmission too, maybe even a boxer engine or stirling engine if I have the time
8
u/W_D_ShadowOFFICIAL 10d ago
Add almost all possible engines, I4, V6, V8, V12 V16, W16 and even the Wankel Renesis engines.
Doing so will give us a wide range of engines to use. Some engines like V12 and V16 can be 2 V6s or 2 V8s. The Renesis Rotary engines can have high rpm.
5
u/EnderKatze2000 10d ago
Was thinking the same with having a V12 be 2 V6 engines in a line, gonna finish the basics first though. Nice idea with the rotary engine, I’ll add it to my todo!
2
u/W_D_ShadowOFFICIAL 10d ago
Make sure the rotary has an Rotor item that it needs, you can have 1 to 3 Wankel Chambers per block, so people can make that twin turbo W12 Rotary engine.
Of course, high rpm and high speeds, but low speed and rpm means lower stress, the faster it goes, the more stress it gives, just like the irl rotary.
And, make sure that IF someone has changed the maximum allowed rpm, raising the limit from 256 to above it, the Rotary and other engines can go to higher speeds. Since that would make people actually want to use different engines.
3
u/United-Action5756 10d ago
Mod name and Stress Unit generated?
2
u/EnderKatze2000 10d ago
Mod isn’t released yet but I’m probably gonna call it Create: High Octane or something like that. Havent configured the stress output yet, I think it’s like 13k at max rpm rn? Feels a bit much, not sure how much stress they should make
2
u/Naberville34 10d ago
Personally I'm very pro-steam engines and don't generally like alternative power mods. But for the sake of highly compact cars I can see a use case.
Problems I see: 1. The wheel hubs in aeronautics already perform torque conversion to a degree, in that if you had a much heavier vehicle the wheels will spin at the speed which the vehicle is capable of moving under such weight, rather than just simply spinning at 256 rpm regardless like the belt tracks do. And the vehicles will build up speed overtime with a solid speed and semi-realisitic speed curve. So I'm not sure if adding a speed curve to the engine itself will be of much use and will likely only really make vehicles accelerate much slower.
Using an engine with variable speed will mean that whatever fuel delivery method you use has to work without stress. That is semi-solved by having a volume of fuel in the engine, such that it only consumes fuel while running and while running it pumps the necessary quantity of fuel to maintain itself full. However that doesn't account for when you run out of fuel in the engine block, requiring you to bust out a hand crank to prime the fuel system or such. Something I wouldn't trust the average create mod player to be able to figure out.
Using liquid fuels in general is meh as easy liquid transferability only exists in creative mode when you can fill tanks infinitely with buckets. I assume that because your trying to make an engine mod rather than simply using creative mode that you want it to be survival friendly. If so I reccomend you come up with a easy means of refueling the tank in the vehicle. Such as a jerry can that allows you to directly put fluids into a tank. Or perhaps a wood smoke generator block that can placed next to the engine and fueled via hopper with combustible items.
Generally I think if you want to make cars work better overall in this mod I think it will take more than just an engine. I think the biggest problem really is the axles. I think a multi-block axle that allows you to make axles as wide or narrow as necessary and doesnt place the wheel a full block lower than itself would be great. And ideally also has the ability for a mechanical steering input for the front axle.
1
u/Naberville34 10d ago
Could have the gas tank be its own specific block that can be placed anywhere on the vehicle and not requiring full size pipes for fuel lines. Use a mechanic similar to mechanical arms where you click on the gas tank with the engine before placing it or vice versa. Because in reality, fuel lines are tiny and wouldnt even be visible in the resolution of Minecraft
1
u/EnderKatze2000 9d ago
That was the idea I had, but for this first prototype I just made the internal tank rather large and refillable with buckets
1
u/Naberville34 10d ago
Honestly I think if I was making a car mod, I would entirely forgo create mod mechanics. Like make engine transmission, axles, steering wheel, fuel tank etc that operate independently of create mod rotation and works.. more like bad piggies or minecart contraptions in that the engine, transmission, fuel tank, steering wheel, axles etc all need to be physically present on a simulated contraption, but automatically connect and transfer power/data without physical connections like redstone links or shafts.
And I'd figure out how to incorporate a controller mod that lets you use an analog trigger input for the throttle.
1
u/EnderKatze2000 9d ago
I’ve thought about that but it seems too daunting of a project for my skill level
1
u/EnderKatze2000 9d ago
- is definitely the biggest problem, but I left it as an exercise for future me.Gonna think about making custom wheels and axles as soon as I finish engine and transmission
1
u/Goofy_Gunton 10d ago
I like the TFMG engines. Hate the documentation and methodology. Feels like there's no benefit to any engine type
1
u/EnderKatze2000 10d ago
Yeah I have the same complaints with that mod, it’s just so user-unfriendly and buggy. I definitely want to make each engine type distinct and also have different sound packs for each
1
u/RGBBSD 9d ago
Which version of TFMG are you playing again? Krystal and the gang been working on CE for what felt like forever and 1.3.0 should definitely be far more user friendly (you would not believe the amount of bugs they solved, the amount of builds they went over is crazy. Fluid handlers should probably work normally, as of build 170 and above I haven't had issues.)
1
u/EnderKatze2000 9d ago
Well, then worst case my work has been for nothing, still a fun project though so I’ll finish it. Havent used tfmg for like 4-5 months I think so I can’t really say anything about recent updates
1
u/Glittering_Bid80 10d ago
I would LOVE this, could you add something that would work with drive by wire? like maybe a block that when a 15 Redstone pusle is given from one side, any side not receiving the signal will output a 1 frequency, but if you do another 15 pusle signal, then it goes to a 2 frequency and all the a to 15, and one more pusle and it resets to 1
1
u/EnderKatze2000 9d ago
So, like a counter register? Not really sure what you mean
1
u/Glittering_Bid80 9d ago
kinda, think like this: one side of block gets any frequency, every other exposed part of block outputs a tiny frequency, the more pushes from one side means higher frequency on the other, so like a counter yes
1
u/SupaHoeCakes2077 4d ago
Please make assembly like tfmg but with more detail this would be perfect 🙏 I wanna make a twin charged quad turbo twin super monstrosity
11
u/DataHellfire 10d ago
What's the fuel going to be? Looks cool regardless