Something that’s bugged me in Automation for a long time, is how Carbs also have rev limiters in the game. The ignition timing was a great change for carbs, but if we’re following that logic, why not go slightly further?
For those who do not know, most (and i really mean most) of carburetted cars don’t have a rev limiter. Instead, the engine simply loses power via valve float and won’t rev any further. There were different ways to actually make a rev limiter back then, but those were really rare and only used on specific times, like making the distributor “lag” behind.
As such, my suggestion is rather simple, have the option to have, or not, a limiter with carbs.
Picture this: I’m making a not-Renault 5 GTR. It has a 1.3L I4 with pushrods. The internals won’t reach their limit before the valve float happens, as such, i wouldn’t bother with a rev limiter as that would be additional engineering time + money.
But now, imagine i’m making a really high performance car, that actually has a good valvetrain which means that valve float will only appear at, say, 6000 rpm. However the internals will begin the screw up at 5500, and the power peak is at 5000 anyway. In this instance, considering all of this, it would be logical to have a limiter. As such i’d spend the additional money to actually have it as it would be highly beneficial.
Maybe it’s a bit of nitpicking, but considering that this implementation wouldn’t be very hard to do, and would just require a “remove limiter” button with added bonuses/costs, i think it’d be a worthwhile addition. Especially considering it’d add quite a bit of realism and immersion