Documentation

Resource Description

How the dyno, its runs, the screen, and the result sheets work.

#Roller Bed

Each dyno is a drive-on roller bed with ramps, a front and a rear cradle of two rollers each, and a screen on a pillar beside it. The rear cradle slides to the car's wheelbase, from about 2.05 to 3.45 metres. A strip across the front rollers turns green once the front wheels are on them, and a panel says how far short, past, off centre, or off straight the car stands.

The bed needs 2.6 metres of room across and 7.2 metres along, ramps included. Props stream in within 80 metres, the screen is drawn within 30 metres, and nothing runs every frame away from a dyno.

#The Pull

The driver makes the pull. They floor it in the configured gear, 4th by default, and hold it to the limiter. The rollers spin up about as fast as the car would gain speed on the road, which puts most cars at four to eight seconds. The revs, the engine note, and the speed follow the throttle, and only the driven wheels and their rollers spin.

Lifting before the limiter clears the graph for another pull. Once the driver lifts after the limiter, the dyno brakes the rollers, and the result shows when they have run down. However a run ends, the rollers and the driven wheels run down before the car is let down onto the deck. See Running the Dyno.

The server owns every run, so everyone sees the same pull at the same moment, and a player who walks up halfway sees the rest of it. A run can't start on the wrong class, with the engine off or too damaged, with the car not lined up or not straight, on a busy dyno, or for the wrong job, and the panel says which.

#Screen & Graph

The screen on its pillar draws power and torque against rpm as the pull 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 only the screen of the dyno nearest them lit, so with dynos side by side the others stay dark rather than show a run that isn't theirs.

#Result Sheet

The driver reads the result on the screen or in the laptop app; nothing is drawn over their game. After the run, they print the sheet as a dyno_sheet item or show it to the players within 5 metres.

SectionWhat it shows
HeaderThe car, plate, drivetrain, gear, and speed at redline.
PeaksWheel power and wheel torque with the rpm each peaks at, engine power, and the gain over the car's last run.
GraphPower and torque against rpm, over the car's last and first runs, each in its own ink.
Run listThis run, the car's last run, and its first, each with its ink, date, and peaks.

The footnote gives the drivetrain loss the engine figure was worked out with. Using a printed sheet shows it again.

#History

Runs are saved by plate. Each new run is drawn over the car's last run and its first, which stays as the car's stock sheet. Up to historyPerPlate runs are kept per plate, 25 by default, and the first run is never removed. An optional Discord message posts each finished run.

#Formula

Every number comes from the car's handling and mods: its drive force, mass, and top speed, the engine upgrade, the turbo, the torque multiplier other scripts set, and factors from other resources. The default scale puts most vanilla cars near their real counterparts; a stock Sultan reads 267 hp. Admins print every input with /dynocalibrate. See Formula & Calibration.

#Placing Dynos

Dynos that always stand go in shared/dynos.lua. Admins place dynos in game with /dynos, which saves them in the database. Other resources place their own with CreateDyno. See Placing Dynos.

#Laptop App

With Laptop running, Dyno adds an app that connects to a dyno and follows its runs live, its last result, and its history. The app only reads; it can't start or stop a run. See Laptop App.

#Integrations

Every run is server-authoritative. Other resources place and remove dynos, refuse runs with their own reason, add power the game can't see, start or stop runs, and read results by plate. Server events report runs started, finished, and stopped. See Exports & Events.

The resource ships in 17 languages.