I have decided to release an editor for adjusting the torque/power - RPM curves which are defined by .btrq files. I have read some forum posts about people using TDUPE to adjust the performance of cars, but noticing that they don't have full control over the engine performance of cars. Therefore, the main goal is to let everyone tinker with those .btrq files, to hopefully allow car modders to tweak engines to their likings!
Since Djey released his TDUF tool package, I have been tinkering with the BTRQ files present in the BNK files of cars. Inside the BTRQ files, the torque of the engine is given for a number of engine rotation speeds. These correspond to typical torque - RPM curves, as shown in my editor:
So, naturally, I started to adjust the curves to see what would happen in-game. These files do affect the performance of cars! But unfortunately, this effect is hard to test, because originally I could only edit the .btrq files directly from a Hex editor (not user friendly!). Therefore, I have decided to program an editor that allows anyone to intuitively tweak the .btrq files.
Most importantly, you need to have Djey's TDUF in order for this program to work! TDUF is used to decrypt and encrypt the BTRQ files from within the editor, so you don't have to manually decrypt/encrypt them. Steps to incorporate TDUF in the editor:
This program used to need Djey's TDUF to work, but since the inner workings of TDUF have changed over time, it did not work with my program anymore. I therefore incorporated the original encrypter/decrypter into the BTRQ Editor, so you can just load and save encrypted BTRQ files without having to worry about anything! The decrypter/encrypter I use was made by Luigi Auriemma and its source code is included in the download.
Extract a .btrq file from the BNK of the car you want to edit. Use TDUMT for this. (See TDUMT page for instructions or ask here how it works. :)) Always make sure you backup files first! Then, load the .btrq file in the editor. A curve will pop up, which you can now adjust to your likings! If you are done, just hit save and save the .btrq file. Next, fire up TDUMT once again and replace the original .btrq file with the one you just adjusted.
I have very limited time to play around with editing the .btrq files, so I haven't found out a lot yet. That's why I made this editor in the first place, so that everyone can try stuff out! Anyways, I did find out that the shape of the curve totally adjusts the engine performance as you would expect, BUT, the height (amplitude) of the curve does not seem to matter a lot. For instance, try adjusting the curve to a flat 10Nm curve for all RPM. The car will still run, which is physically impossible. Therefore, I suspect that the .btrq files are only used by TDU to determine the shape of the curve, and not the maximum torque/power! The height may be something you can adjust with TDU Performance Editor, but I'm not experienced in that. Another thing still unknown to me is whether the number of points in the curve matters. The number of points vary a lot between cars, but it might be the case that adding/deleting new points will have weird effects.
Thanks! Well I know at least that my program works for .btrq files already present in cars, so there's that :lol:. Even if it turns out that .btrq files don't have a huge effect after all (I know they do, but not to what extent) and editing them is not very useful, I still massively enjoyed coding this thing! :)
Torque is important for me :D I love twitching a car and making it realistic. With TDUPE it's great but not perfect. With your tool, you are helping me of getting closer to perfection :) Yes it's not much but it's still interesting :happyroll:
You might still need TDUPE for the engine performance, because as I said in my post, the max torque does not seem to be affected much by the .btrq curves. Very interested in what people like you can find out about the .btrq effects!
Did tried it as well. :nods: Excellent tool ! I must have to say it's great to be able to modify the torque and the horspower lines. I can't imagine the amount of work behind that tool but I'm sure there is lots of hours. Thank you very much :D
With this tool, i found how some mods, like audi r8, bmw m6 cant revs 9000 rpm and we have to limited to +/- 7500, because on the final point of the curve, if we put the last point of the curve at 9000 rpm, in game the car doesnt develops, we need to put the last point to 11000 rpm to ingame the car revs to 9000 well.
The only wish I have for this tool is have a more precise detailed graphic with more numbers. Like 1500 rpm or 650Nm . If we could zoom on a spot and have the detailed numbers that would be just perfect ;)
I'd forgotten about this... I'll try it this afternoon. And Tob, that's a great idea. I remember thinking this couldn't be used to it's full potential due to the lack of power/torque graphs, but now he can put this amazing tool to good use.
I'm having a problem with this tool. When I edit the Power graph everything goes well. But then I edit the Torque graph, and it changes the Power values, like there is a link or a proportion between the two that can't be broken. And the same for the other way around, if I edit the Power graph it will change the Torque graph.
That will always happen, Rebelinho. Power = 2*pi*torque*RPM/60, so changing one will automatically change the other. So yes, they are linked together! If this does not always happen in my program, please let me know, because it definitely should! I hope my program turns out to be useful for you.
Oh no it does not happen. I too got a bit surprised how Torque and Power could be adjusted separetely, but didn't give it much importance. When I was editing the Tesla btrq, if it wasn't for the freedom in adjusting each graph by its own, those physics would never match the real graphs.
You are right, the formula does not hold exactly, but still very close. The thing is, the .btrq files really only hold torque values, so TDU will definitely only use torque to simulate a car's behavior. So perfecting the torque graph is the only thing you can do. The power mode in the editor is just another view of the data. I would like TDU to have had seperate files for torque and power data, but unfortunately, only torque is used by the game.
As for this problem, either you fix it in a way that we changing Torque changes Power automatically and we see but not change the Power graph (or to avoid confusion just delete this option altogether, if I can't or shouldn't be able to adjust it I prefer not to see it in the first place), or you give us the option to adjust both of them independently.
But given the btrq file only holds Torque information does this mean that every change I've been doing in the Power graph has no effect in the game? If this is the case then the first optin might be the best, just to avoid further mistakes.
Unfortunately yes, the power curve does not have an effect on the game. In fact, that is why I linked the power and torque graph together, so that when you adjust the power graph, the results indirectly (via the formula) go into the .btrq files. And yes, I agree, maybe I should make that more clear. But I don't think removing the option to edit the power curve is a good idea, since sometimes reallife data from a car is only in the form of a power curve. And then, with the formula, the power curve is approximated by means of a torque curve.
Finally I had some spare time this weekend :happyroll:, so I added the option to exactly specify the coordinates of a data point! The new version can be found here. The best way to make a curve is to just create and drag points in a rough curve and then use the edit boxes to fine-tune the points.
It might sound simple to add this option, but due to some limitations in the libraries I use to do the plotting, I had to rewrite some stuff to allow for the selection of a point. Therefore, some bugs may have passed into the final build. So if you guys find any bugs, please let me know! Crossing of points is still not allowed, since changing the order of points is quite hard for me to handle correctly.
I am creating a re-usable Angular component which is it charge for rendering the Froala Text Editor in an Angular application. I have everything working in terms of component first render initialization, but I am trying to account for some component inputs changing after the component has been initialized, and destroying then re-initializing the text-editor based on those inputs (which result in change of text editor options).
Here is my what I am trying, which again, works for the initial render, but does not when an input is changed at a later time (I am changing characterCountMax to a new value 5 seconds after the initial render). The documentation for this Angular integration ( -froala-wysiwyg#manual-initialization) of their raw javascript library is quite really bare, and doesn't cover this, so I am hoping someone else has done this.
Before you proceed with the upgrade it is very important that you save your patches from the Modular internal memory to the computer. The Patches in the Nord Modular and Micro Modular internal memory will be permanently erased when upgrading the operating system from V2.10 or earlier versions to V3.03! If you upgrade from V3.01 or later, the patches will remain in the internal memory after upgrading to V3.03.
Due to the public demand and to support our Mac customers Clavia decided in 2003, to make a public beta version of the OSX editor available. NOTE: This beta is not a released software version and Clavia takes no responsibility for any bugs in the package nor will we do any further development of this beta.
This beta version of the editor is pretty much fully functional with OS X 10.1.5 and up til 10.6.8. A known bug is that if you control click on a module, to delete it or change its name, the editor will promptly crash. The workaround is to select a module and press the delete key, and to rename it just double click on the name of the module.
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