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In the Engine Designer, the RPM slider obviously drives the rpm parameter of the engine, but how is the load parameter driven? Is there some algorithm in the Engine Designer pretending the load is that of a car, I’m guessing by reading the changes in rate of the RPM slider and converting this into a load, or is there something more intrinsic here that I’m missing?

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Yes its just a simple thing that uses the acceleration of the rpm slider to set the load, with smoothing.

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[quote:2sngflbe]Yes its just a simple thing that uses the acceleration of the rpm slider to set the load, with smoothing.[/quote:2sngflbe]

OK. But how does a programmer set the load parameter utilitzing the connection between load and rpm in the engine designer tool? I can come up with my own treatment for how to set the load parameter in code but that defeats the purpose of the designer tool. Is the load parameter as a function of the rpm parameter exposed anywhere?
Thanks

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[quote:2levtive]OK. But how does a programmer set the load parameter utilitzing the connection between load and rpm in the engine designer tool? I can come up with my own treatment for how to set the load parameter in code but that defeats the purpose of the designer tool.[/quote:2levtive]

No, the purpose of the engine designer dialog is just to do a quick preview of your engine outside of your game. When you use your engine events inside your game then your car physics code can set the load directly. FYI, load in the engine designer dialog is calculated something like :

[code:2levtive]targetload = ((rpm_slidervalue – rpm) * loadscale_slidervalue) + 1) * 0.5
rpm += ((rpm_slidervalue – rpm) * rpmsmooth_slidervalue)
load += ((targetload – load) * loadsmooth_slidervalue)
[/code:2levtive]

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‘load’ is supposed to be if you’re going up a hill or down a hill, or if you’re accelerating or decellerating, the dialog in fmod designer has nothing to do with that, and as andrew says, is just a preview tool.

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