V6 Engine Simulator

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Glauco Schlembach

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Aug 5, 2024, 4:41:14 AM8/5/24
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Thisis a real-time internal combustion engine simulation designed specifically to produce engine audio and simulate engine response characteristics. It is NOT a scientific tool and cannot be expected to provide accurate figures for the purposes of engineering or engine tuning.

Click "Download" in the top right corner of this page, expand "Assets" and click on the build zip file. Extract the zip, open the "bin" folder, start "engine-sim-app.exe", and you're off to the races!


Hi!

I've recently decided to start playing around with FRB, I did the tutorials required a while ago and everything was fine. However, when setting up my joystick to use, I noticed that there is nothing in the controls menu for engine start. Not that there isn't anything set, but that there isn't even the option to set a key for engine start. Upon attempting a test flight, "i" doesn't start the engine. In the tutorial, there isn't a prompt for which key to use to start the engine either...


Hi!

I've recently decided to start playing around with FRB, I did the tutorials required a while ago and everything was fine. However, when setting up my joystick to use, I noticed that there is nothing in the controls menu for engine start. Not that there isn't anything set, but that there isn't even the option to set a key for engine start. Upon attempting a test flight, "i" doesn't start the engine. In the tutorial, there isn't a prompt for which key to use to start the engine either...



So how can I start the engine, or where in the controls menu for ANY control types can I set a key to start the engine?

Cheers,

BeauFight


Derpy, I know it was at one point "i", but now it doesn't seem to be the case. And I can't find where engine start is in the controls menu, and I have no idea of how to check any other key bindings list :(


make sure it's not set to mouse aim, if i recall correctly then simplified controls may not have it either, just switch to full real controls, go in engine controls section, find the binding to turn on the engine, and it should work.


Ha! Thanks! It turns out I had to set in in Full controls (and it's named something like engine toggle) for it to work in other control types. If it's an option that needs to be used in other control types, then the option should be found there...


Hi,

I am working on a AUV and looking for a simulator. I know the Ardusub SITL works but I need a simulator like gazebo. But I am planning on using computer vision and machine learning to automate the ROV. So, I decided to use unreal engine to simulate the rover. You mind helping me figuring out how to make a simulated rover in unreal to the sitl, ie. what messages messages are sent by the sitl and what sort of messages I need to send from unreal to get it working.


Probably the best approach is running gazebo with ardusub sitl, take a look in this simple tutorial, about the computer vision, gazebo have camera sensors that provide image inside with especification.


Thanks for the reply. you mind giving me a brief overview of how the whole thing works (just a high level overview if possible something similar to the software layer digram in bluerov ros playground). I am familiar with mavros and ros in general but not sure about the sitl. So, I am not able to follow and understand your work.


I got the sitl working and I am able to connect to the sitl with mavros. I thinking of using the rc_io topic from mavros to move my rover in my simulator by translating the raw pwm values to accelerations and I believe if I can send IMU values from my sim to the sitl instead of having it use its internal values the sim will work properly. Then I can just use rc_io to override the control signals control the rover. Am I on the right track and if so how can I override the imu values the sitl uses with my imu values from the sim?


hey jakkala, I would like to know how did it go with you with the simulation with unreal engine, would you send me your documentation if you have any also any files you have worked one.

thanks in advance.


Hello, I have been using the sim since it was launched, and a new issue has cropped up. I lose engine power when entering a Discovery flight. The throttle is responding (I can see it move in the sim), but no engine power. The strange thing is that starting any other flight (for example, from World Map or the Training section) has no problem. This is only when entering a Discovery flight.


I had this problem today doing the Bugalaga landing challenge in the Cessna Caravan. No engine power at the start of the challenge. Did an in flight restart by moving the ignition switch to on and the windmilling prop was able to restart the the engine.


I have the same problem with the SF Discovery flight. I found after launching the flight if I pause the flight and chose AI pilot after about 30 seconds the plane will throttle up. I switch off the AI pilot and un pause the plane will act normally.


I am running a AWS instance (g2.2xlarge with Nvidia GK104GL [GRID K520] GPU) with an Ubuntu 16.04 (64-bit) image and ssh'ed into it using the '-Y' flag. Running xeyes or firefox and displaying the remote desktop in a window on my screen works flawlessly.


I am new to running 3D physics engines / games / simulators (remotely). When I want to run the 3D physics simulator SimSpark after successful installing (downloaded from here: -SPL), I get the following errors:


libGL error: No matching fbConfigs or visuals foundlibGL error: failed to load driver: swrastX Error of failed request: BadValue (integer parameter out of range for operation) Major opcode of failed request: 149 (GLX) Minor opcode of failed request: 3 (X_GLXCreateContext) Value in failed request: 0x0 Serial number of failed request: 23 Current serial number in output stream: 24


Does anyone have an idea on how to solve this? Could this be related with me not having yet installed a Nvidia driver? But does the simulator actually need a GPU in the first place? Appreciate any hints on what to tackle first.


New to Arduino so bear with me, I am looking to use my arduino uno to replace the Crank Position Sensor and reluctor ring on a Demo EFI wiring harness. I would also like to have it coded so that the pulses generated change speed based on a throttle lever return voltage. The system uses a 5v reference, with a usable range from .5 to 4.5v to simulate engine RPM from 1550 to 3600. The reluctor ring is configured as 24-2. I have seen a few other threads where the code is there to create the pulse, but none that are written to use the input voltage as a variable. Is this possible with a uno board? Direction on the code?


Reluctor ring spins with the flywheel, it has provisions for 24 teeth, however they leave 2 missing to allow for a way to time number 1 cylinder top dead center, thus places for 24 teeth, but only 22 present.


Did you see any examples where a potentiometer connected to an analog input is used to control the simulated speed? That would be the same as your need, just a different source of the control voltage.


I saw suggestions of it but no execution, And yes the 2 skips are adjacent on the ring. I'm currently working on the measurement of the teeth with and gap width, they are different. Can I assume It should all be metric for the purpose of being base 10?


I believe the ECU in this case get a pulse off each tooth as it passes by the CPS and the ECU counts the pulses and time between them so it can determine where by the flywheel/crankshaft is when the extra time occurs as the 3 gaps and 2 missing teeth pass by


The ring is just a piece of metal so its duty cycle is indefinite, but the cps which generates the signal I am trying to reproduce may. They routinely operate at over 150 degrees F for 8 hour periods. I assume with varying speed the pulse width varies as well.


I also assume I need to take the diameter/radius of the ring into account as that will affect the speed at which the gaps pass the sensor and affect the duration of the pulse. Or am I being more specific than I need to be?


The pulse width is not important, as the only thing that matters is the position of either the rising or falling zero crossing. On a real engine, the sensor output feeds a phase-locked loop, and zero-crossing detector. The PLL keeps track of the (highly variable) engine RPM, and allows the ECU to synthesize the positions of the missing reluctor "teeth". The position of the missing pulses indicates to the ECU exactly where top-dead center is for all cylinders.


24-2 is a somewhat unusual configuration. Most common is probably 36-1. But, the all work the same. The pulses give a precise timing reference, the missing teeth indicate where TDC is, and the ECU interpolates to create the actual ignition and fuel injector control pulses.


Slava Korolev told us more about Monterona, a simulator game where you build cute Italian neighborhoods, sharing details about the inspiration behind it, the reasons why UE was chosen for the project, delving into gameplay mechanics, and discussing future plans.


Creating my own game has been my dream since I was a child, but I barely did anything about it except a small racing game I created using Dark BASIC when I was around 12. Last year, though, I decided that I could try again, and here I am, giving an interview about my game. Pretty cool, right?


While working on Monterona, I'm still holding a full-time job as a Software Engineer (which I also like a lot). It puts me in a pretty comfortable position, where I don't feel pressured to do things in a certain way in my game or finish it before some artificial deadline. At the same time, having a full-time job and a family that I want to spend time with makes it difficult to find enough time to work on a game. It forces me to choose priorities carefully, which is hard, especially when working on my first game.

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