engine-crane

engine-crane 0.4.3

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This update allows you use customize the fuel consumption for cars using the CSP extended physics parameters added by members of the IER team for their P13c mod: https://trello.com/c/0R8cqB1v/48-powertrain

The fuel flow in g/min calculated in the Automation engine dyno test can be used to generate an accurate fuel consumption map for your engines if your using CSP. I'll do a video demonstrating this when I get some more time
The 0.4.2 release of engine-crane now includes support for the AC Car Tuner App

Here's an update video showing how it works:
A new version of engine-crane is now available. There are 2 significant changes:
  • No longer asks to run as admin by default. You can still run as admin manually if needed
  • A new custom exporter for Automation is included in the download. This allows you to export engines from Automation directly without needing to make a BeamNG mod first
More details on how to set up the new exporter are in the release video:

Happy modding!
- Add option to manually set the Automation data folder
- Add option to revert settings to default values
- bunch of fixes and stability improvements
There's been a fair few changes gone into 0.3.0 - most notably the addition of crate engines. I've made a short video going over the changes over on my YouTube channel
Changes in this release:
  • Refactor error handling to prevent a number of crashes to desktop
  • When engine-swaps fail emove any partially created car folders
  • Add in "Crate" engines to make storing and managing engines easier
  • Allow engine swaps from crate engines
Small update to make engine swaps from BeamNG mods created by Automation after the Ellisbury update more reliable
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Added in some intitial support for Automation Ellisbury open beta. This should now allow engines created in the new version to be swapped from BeamNG mods into AC cars without crashing
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Added simple max-speed approximations on the gear-editing
max-speed-021-update.png

This version adds in a new tab to allow you to edit the gears for cars in AC - hopefully making new engine-swaps more useful
This update allows engine-crane to handle comments in car data .ini files that start with an '=' character.

This update fixes a crash seen when trying to engine-swap into the Rover SD1 and may also fix other cars.
Unsexy maintainance work done for this release.

The underlying GUI library that the program uses looks like it was changed recently such that it, by default, only supports modern graphics cards that are compatible with Vulkan, Metal and DX12. I think this may have stopped engine-crane working on older hardware.

I have reconfigured how I use the library so that it should only require support for OpenGL 2.1 - which should be supported by pretty much everything
Mainly changes behind the scenes in this update. The only change that you'll notice is that the coast-curves generated now account for the fact that exported BeamNG mods have had their friction and engine-brake values updated in recent Automation versions
Rundown of the changes here:
Allows engine-crane to work with Assetto Corsa cas that have the drivetrain type of 'AWD2'
Cars with this type include the Audi R8 Plus and Nissan GTR.

This will fix issues where you would previously see:
Missing TRACTION_TYPE in drivetrain.ini
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- Introduce tabs to split up the UI
- Allow saving/loading of settings so the paths set for the AC install and BeamNG mod locations are remembered when closing and re-opening. Should help those with custom Steam libraries
Update to account for minor changes made to BeamNG mod structure made in Automation LCV 4.2.33
Fixes that should address some issues seen where "missing QualityFamily" would be displayed.
The tool should now work with Automation versions before the 4.2 openbeta
Automation hotfix LCV 4.2.26 made a change to the format of some of the files in export BeamNG cars - this minor update allows the new format to be used with engine-crane
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