Got it, even if those values are not completely realistic, they might be, we just don’t know exact equations. This is what you can do.
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Maximum acceleration can be derived from F = m * a as
a = F / m; where F is force of your engine from the database (just don’t forget to multiply it by 100, so you are working in Newton * cm in UE4 instead of Newton * m) -
Your maximum speed can be derived from the air drag using assumption that you reach maximum speed when propulsion force of the engine is equal to the force of air drag. We can use wikipedia’s definition of the terminal velocity for this:
Terminal velocity - Wikipedia

Just replace m*g with the Force of your engine. Other parameters should be similar if you use physic’s formulas for air drag.
If you use linear damping as approximation to air drag - I would advise not to, as air drag has both linear and quadratic dependency on velocity and Linear Damping is just linear. It can be fine for gameplay but you still need to know how it is calculated in UE4 to derive maximum velocity (personally, I have no idea how linear damping is calculated in UE4). Quadratic air drag to have a nice subtle behavior when used for anything from airplanes to cars, hovercraft, aerosled, tanks and etc. There is example of air drag component in MMT_Contet which uses the same “classical” formula of air drag as described in wikipedia. You can find example of it’s usage on Aerosled, there should be two components, one for main body and one for engine’s radiator.
- Maximum speed with engine afterburner (форсаж) can be calculated in exactly the same way, you just need to add “afterburner force” to base force of your engine.
PS: I’m fluent in Russian, so if you have doubts in regards to translation just add Russian version too. So we can understand each other easier but at the same time not to exclude other people ![]()