thanks man. Can't wait to make another VR6 in his next engine sim when it goes public. The engine sounds in that are insanely improved if you havent saw it.
It's a fantastic job! I was trying to make it with Algodoo and I felt short. I wonder if you allow me to use this in a compilation, giving your credits. It's there any way to reach you? Thank you ever so much.
I set my sim frequency to 400 in the settings. And make sure every object has a decent amount of mass to it. The default weight for every object in algodoo is 2 kg/m squared. which is just not enough. (For some reason the mass of objects in algodoo determines how likely they are for objects to clip through eachother) But you don't want to make things TOO heavy. you have to find a balance.
I believe that this does not sound 100% correct due to the fact that pistons of VRx engines have a sloped surface which probably will change the pressure profile of exhaust gasses. It certainly is similar to my VR6 engine, but still leaves a lot to be desired when comparing to a real wookie
The unequal intake/exhaust runners in the VR engines are likely more responsible for the burble you hear. The easy way to get a bit closer to the real sound is by creating 2 different intake and exhaust profiles to use on alternating cylinders. Until I figure out how to accurately code the flow/runner geometry of this quirk in VR engines, its the closest I've gotten.
@@NeutraltEAm4za That's exactly what I tried to do in this. I made bank 1 have less intake flow rate but more exhaust flow rate, and bank 2 have the opposite. I made it a little exaggerated though to be honest.
It was a bunch of non working parts. I had probably 6 PSPs I used for modding and such, and this was just a collection of broken parts all bodged together. Also I was a dumb 16 year old kid 😂