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Please Note: Engine Designer is Feature Locked


#1

Just a quick note as we get a lot of suggestions for major overhauls of how the engine designer works.

At this point the engine designer is pretty much feature locked. It will receive a lot of new content (different engine types) and more forced induction options (superchargers, possibly more turbo setups), but there will not be major changes to the design process of engines or additional design choices added.

At this point we’ve spent quite a few years refining the engine designer to where we’re fairly happy with it and it’s time to move on and get the car designer finished :slight_smile:

Suggestions are very welcome for the car designer, and we will of course take them into consideration, although a lot of the design for that aspect of the game is now reasonably well planned out, however if someone suggests something that fits in well and improves things we’ll use it of course.

Suggestions are even more welcome for the Tycoon side of things, I’m very much interested to see you guys throwing ideas around of what you want to see out of that. As that is in a fairly early design stage there is lots of potential to add and change parts of its design.


#2

You wouldn’t mind me adding another thing:

“There is a search function on the forum, so before you post, please search for it first and see if het has been addressed before.
Example: Will the tycoonpart have a city like view? Search: tycoon city OR tycoon view.
This way we can get the amount of duplicate questions and answers to a minimum, giving the devs more time to develop the game for you! :smiley:


#3

Would it be possible to add a “cooling requirement” column to the engine manager? This way if you had an engine designed you can easily see what cooling it requires and compare it to platforms that you currently have designed or are going to design.

Also the car manager screen is appropriately called “Car Manager” but the engine manager screen is called “Engine Management”. Its driving me crazy haha.


#4

The two “Managers” are as far from a final version as the tycoon part of the game :slight_smile: they will change a lot and yes, there will be a cooling requirement column or indicator.


#5

glad to know! :smiley: ty


#6

In the car designer, I would suggest to add an ‘undo button’.
May be sound a bit stupid but while you are playing with the fixtures, sometimes you drag the wrong one and…shit!! hehe…, so an undo button would be really handy to go back and drag the right one.
TY.


#7

This is a thread about the engine designer. Undo button has been suggested several times already. There’s even a thread with exactly that title. Use the search function.


#8

woops!!.
Sorry and thanks.


#9

So in the current version I can’t seem to use any “forged” materials? Is there a way to unlock this?


#10

That “requires forge works” or “requires cnc” is for the tech research in the campaign, however everything is unlocked in sandbox mode.


#11

For the Tycoon part of the game. I was thinking a overview map of the world which you can click on a country (China for example) and see if you can import items (connecting rods if you don’t own a foundry or in a poor country) and see what kind of cars China is interested in and what types and the percentage of demand for them. (think 1930s China had hardly any automobiles and 85-95% of the ones there were US made. In the post war years China was just starting to demand automobiles to any noticeable percent. To represent that in a world map of countries would help with frustration.

The map can also zoom in on the country you click on to see if there are any factories for sale (so you can buy factories in countries with lower labor rates), and so you can see what parts of the country want what kind of cars. (Eastern China would obviously have more demand for cars then Western China).


#12

Higher octane fuels, for racing engines, please. Nascar uses 98 AKI fuel.

Also, maybe later, different sort of valve springs/ valve actuation systems?


#13

[quote=“shawa666”]Higher octane fuels, for racing engines, please. Nascar uses 98 AKI fuel.

Also, maybe later, different sort of valve springs/ valve actuation systems?[/quote]

Are you seriously posting this in a thread that states that this kind of thing will not happen? :wink:


#14

[quote=“Killrob”]

[quote=“shawa666”]Higher octane fuels, for racing engines, please. Nascar uses 98 AKI fuel.

Also, maybe later, different sort of valve springs/ valve actuation systems?[/quote]

Are you seriously posting this in a thread that states that this kind of thing will not happen? :wink:[/quote]

Pretty much looks like it.


#15

Putting in my chips for Automation 2?


#16

Just one thing.
Will it be mod-friendly?
Knowing that you must concentrate on the other aspects of the game, and that not all the player base would like a more in-depth engine designer, I’d not be surprised to see some “realistic” mod for it.


#17

We aim to make it as mod-friendly as possible, yes! There are limits to that though, naturally. :slight_smile:


#18

I know the engine designer is locked, however can we put pickup truck chassis like the old Nissan D21 Hardbody style in there? And then move it forward like that as well? Then eventually adding diesel engines and trucks? I think that would add a new dimension to the Campaign as it would open up an industrial side to your company.


#19

Also,

This is more of a wish - but porting this game to Linux and Mac would be good as well. This way more of a base of users could be achieved.


#20

And the Sherlock Trophy of November 2014 goes to:

With honorable mention to his second comment:

[quote=“rocket859”]Also,

This is more of a wish - but porting this game to Linux and Mac would be good as well. This way more of a base of users could be achieved.[/quote]

The judges were impressed with his capacity of using the search function and overall capability of reading, while at least demonstrating acceptable writing skills