Documentation

Running the Dyno

Line a car up on the dyno, make a pull, and share the result.

Only the driver starts a run, and one car runs on a dyno at a time. A dyno with jobs, or Config.Settings.dyno.jobs, only runs for those jobs.

#Line Up

  1. Drive onto the bed from behind, the way the dyno faces.
  2. Stop with the front wheels on the front rollers. A strip across them turns green once the wheels are there.
  3. While the car isn't lined up, the panel at the bottom of the screen says how many metres short of or past the rollers the front wheels stand, or how far off centre and off straight the car is.
  4. Keep the engine running and the car still.

The car may stand lineUp.along metres along and lineUp.across metres across from the rollers, and lineUp.angle degrees off straight. The rear rollers reach wheelbases from about 2.05 to 3.45 metres. When a run can't start, the panel says why and E tells you again.

#Make a Pull

  1. Press E. The rear rollers slide under the rear wheels in half a second, and the car is held, idling in the configured gear with the rollers still.
  2. Floor the throttle and hold it. The rollers pick up speed, the revs climb, and the graph draws from low revs to the limiter.
  3. Once the car is on the limiter, lift. The dyno brakes the rollers, and the result shows on the screen beside the dyno once they have run down.

Lift before the limiter and the graph clears; the rollers are braked back down and you pull again. The throttle counts as flat from 95%.

  • Press S to brake the rollers yourself.
  • Press Backspace to stop the run early.
  • A run with no full pull within pull.maxMs, a minute by default, is stopped.

A run also stops if the driver leaves the car, the engine stops, or its health drops below minEngineHealth. However a run ends, the rollers and the driven wheels run down on their own before the car is let down onto the deck.

#Watching a Run

Every player within streamDistance of the dyno sees the same pull at the same moment, and a player who walks up halfway sees the rest of it. The screen on its pillar draws the pull as it happens, with the car's last run dashed and its first run dotted behind it. Between runs it shows the last result on that dyno.

Each player sees the screen of the dyno nearest them lit, within screenDistance. With dynos side by side, the others stay dark.

#The Sheet

The driver reads the result on the screen beside the dyno, or in the laptop app; nothing is drawn over their game. After the run, a panel offers:

  • E to print the sheet as a dyno_sheet item.
  • G to show it to the players within showDistance, 5 metres by default.
  • Backspace, X, or the right mouse button to dismiss it.

The panel closes by itself after 90 seconds. Players the sheet is shown to, and anyone who uses a printed sheet, see it as a printed page and close it with the same keys. The page shows the car and its peaks, the power and torque graph over the car's last and first runs, and a run list with the date and peaks of each.

#History

Each run is saved by plate and drawn over the car's last run and its first. The first stays as the car's stock sheet, so a tuned car's curve is always drawn over stock. The gain on the sheet is over the last run. Up to historyPerPlate runs are kept per plate.