Engine Setup¶
The engine is built from real components. Choose a base and parts; the simulation derives the engine's character from them.
The build is modular¶
You don't pick an engine from a list — you assemble one. Start with a base (bore, stroke, cylinder count, fuel type), then add the rotating assembly, head, cam, and breathing hardware. From those parts the sim derives the engine's defining numbers:
- Displacement from bore, stroke, and cylinder count.
- Compression ratio from piston and head geometry.
- Redline as the lowest of every component's individual max RPM.
- Inertia (throttle response, idle stability) from the rotating masses.
- Breathing (VE) from head flow, cam timing, intake, and exhaust.
Compatibility is enforced¶
Parts must work together. A turbo exhaust manifold requires a turbo-compatible intake; mismatched combinations are rejected. This keeps builds physically coherent — you can't bolt incompatible hardware together and expect the sim to pretend.
Rule of thumb
Build for a goal. A torquey street engine and a peaky race engine want different cams, runners, and headers — the components interact, so choose them as a set, not in isolation.