ACF-3
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[BUG] ACF_CalcMassRatio giving incorrect total contraption engine power value
Short Description
Might be worth giving engine code a look after the torque curve update. So far, engines seem to be vastly under-performing now, probably related to the fact the peak torque cannot be achieved and maintained as easily as before, so probably some stat tuning could be done to good effect. It's also possible that engines could have have faulty code in between all the mess that compromises them.
Branch and Version
Master, latest version at the moment (46c474b)
Screenshots
Pictured: Old torque curve

A possible, permanent solution for this: model and compensate for Havok's wrong inertia calculations.
As we know, if you apply K * mass force to a prop in gmod, a heavier prop will gain more velocity than a lighter one, even if you remove drag of any kind.
Not knowing exactly what Havok does that causes this, we could make an E2 or Starfall script that takes a prop with no gravity and drag, sets its weight and applies K * mass force for 1 second, and registers its final speed. Do this 100 times, plot the points, and it might provide some insight into what happens and how to compensate for it.
Updated the title of the issue, it seems to be related with ACF_CalcMassRatio giving wrong values.
Posting for further context - tested an engine between ACF2 and 3 with 100% physical and 50% physical masses, here's the results.
_100% PHYSICAL MASS_
ACF3 (old torque curves): 2749.7 ft-lbs peak, 780.1 HP @ 1520 RPM
ACF2: 2712.5 ft-lbs peak, 769.5 HP @ 1520 RPM
_50% PHYSICAL MASS_
ACF3 (old torque curves): 1446.7 ft-lbs peak, 410.4 HP @ 1520 RPM
ACF2: 2170.1 ft-lbs peak, 615.5 HP @ 1520 RPM
The new calculation seems to be providing ~65% of the power that it'd deliver in ACF2.