The creator of the program only meant to do a single video showcasing a few engines he did up in it, but the reactions to it made him post it up for use even though it's VERY rudimentary and not user friendly. He's running a campaign now to clean it up and turn it into a real user-friendly tool/game/whatever you wanna call it if there is enough interest and donations.
The aliasing can probably be fixed with a simple anti aliasing filter. Hoping for this to be addressed in an update, the aliasing really hurts the realism for me
You're still getting harmonics above the engine RPM 10x20k = 200k "pulses per second" + non perfect sine exhaust gas flow, you probably need 8x AA to get anything decent.
I found this engine simulator while I was looking for some engine sounds to make my own game,u cant easily find a realistic looping engine sound but instead u can make it with this simulator:)
Anything that revs higher than 11k scares the shit out of me. Its hard for me to fathom something moving so fast with such precision. and still staying intact.
You might get a kick out of the trebuchet orbital launcher being developed in the US. I forget its official name but it’s a massive pressurized rotating arm that is designed to physically throw satellites and other payloads into orbit. Scary and very big and very fast
With the v10 my desktop build with an i7 8700k can handle no more than 8500hz. With smaller engines I can handle anything up to about 45khz. My laptop has a ryzen 9 5900hx, and I've managed to push that to about 60khz.
@@eeagle69 Did you not read their comment? "With the v10 my desktop build with an i7 8700k can handle no more than 8500hz. With smaller engines I can handle anything up to about 45khz" Ofc the engine matters.
@@EmptyCheetosBag LFA is not an "F1 style engine" it's very far from it, but the exhaust was tuned especially to highlight higher frequencies in the exhaust tone to sound like an F1 engine. Lamborghini uses a similar ideology while designing their exhausts as well.
I added the lines as described in other comments, but still doesn't work. public node main { set_engine(F1V10()) set_transmission(F1V10_transmission()) set_vehicle(F1V10_vehicle()) } " main() " Script failed to compile F1V10(490): Error unidentified token F1V10(494): Error unidentified token F1V10(2): Error could not open file Perhaps you should update the original file?
The thing that suprised me the most is that somehow this app/program is maxing out my computer yet not using 100% of my gpu, cpu nor ram/vram? Is this an issue on my side or is it just not optimised quite yet to use all my pc resources? (I have an AMD build with cpu and gpu)
You should collab with an audio engineer to fine tune the sound profile, you're already getting some amazingly realistic sounds and you're basically two steps from selling your tech to game and movie studios without even taking the ICE simulation into account
🤣 Be sure to check out Ange's YT, he's has a patron where you can support his work and get updates for a new version of Engine Simulator and access once it's in a playable state. Very hyped, personally.
any chance we can get a setup like this for older engines like that on the model T and early automobiles? it would be interesting to see the comparison.
How are your shifts so much better than mine? Are you smoothing out your inputs with space bar? Whenever I shift up my RPM's drop to ~14k and my acceleration is nowhere near yours. Thanks for the files btw
Although these engines reach easily 20k rpm, probably all teams limited the rpm range to 18k-18,5k because the engine had to resist two GPs (2005 F1 Technical regulations)
Adding reverb (even post production) to the sound should help mask some of the aliasing and add MUCH more realism. The aliasing is likely caused by sample rate and the audio latency of the simulation, an option to choose a higher buffer size should greatly reduce any audio artifacts.
IME, aliasing is something you have to prevent rather than try to remove after the fact. Oversampling and filtering within the simulation would be the way to go. I don't think the audio latency or buffer size would have any bearing on aliasing.
The simulator has an adjustable simulation frequency rate that takes a very powerful processor to turn up high. Especially on engines with many cylinders and high RPMs like this one.
I’m curious about the afr’s, it’s kinda strange that it stays pinned at 13.3, it seems kinda high, on lean side, and even off-throttle it stays at 13.3, i think it should go on the rich side going up in the rev range ant it would be very rich (probably 8,7 or even 6) off throttle putting lots of fuel in the chambers to cool down the pistons and the chambers themselves…
I like it, it does sound very cool. Although, I have never seen a Pressure versus Volume diagram that looked quite like that. I am kind of wondering if a sign might perhaps be backwards on the heat loss coefficient and on the exhuast valve timing too.
Your computer isn't fast enough. Go to the frequency gauge and turn the frequency down with your scroll wheel, about 8000 Hz works well on my 4th gen i5, program defaults to 15000 Hz.