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What are we working on right now? [17 December 2015]


#181

I second that, I had NO idea those numbers were in N/m, I honestly thought they were just some value chosen at the time. I cant wait until the game has full US/Imperial measurements, metric is not something I understand very well outside of modern engine sizes and large bottles of soda :stuck_out_tongue:


#182

Ah, I wasn’t aware that the values were in N/m. Doesn’t the scale max at 100,000 N/m? That makes for rather low maximum spring rates (580 lb/in or 10kg). At an average base motion ratio for a double wishbone car (assuming 0.7-1.0) the effective spring rate would only be 408 lbs/in or so. On a heavier car that would be hardly considered a performance suspension setup.


#183

Agreed, range should be extended if possible… For example, the stock 2015 Mustang has 117 N/mm (117,000 N/m) spring rates at the rear. And with aftermarket Eibach springs can go as high as 174,000 N/m.


#184

Perhaps they like american suspensions from the 60s and 70s. :slight_smile: :wink: :slight_smile:


#185

TBH that is what I really want, I want to build a car with a solid rear axle and leafs, solid front or TTB style with leafs and drums all around…yeah, I know, Americans :stuck_out_tongue: I just hope there are a couple more front suspension options in the next update, getting real sick of just two options right now.


#186

We didn’t get around to adding more front suspension options just yet, but there will be more in the future. :slight_smile:


#187

One more question regarding motion ratios and spring rates. Are all of the motion ratios between the different types of suspensions all considered equal, or do they vary in some way? In other words, is the spring rate choice based on effective spring rate, actual spring rate, or both (this option would mean 1-1 motion ratios for all suspensions ie. no dynamic camber gain)?


#188

Killrob
When you gonna record new update video?
The last is almost one month old and we are very curious of Your work progress.


#189

Maybe getting around to it tomorrow, it’s really busy at the moment. :slight_smile:


#190

Gotta like that I login to see if there’s anything new with this game… the day before a new update is supposed to drop :smiley:


#191

I was wondering, will it be possible for one of the devs to update this at one point or another on a regular basis? It would kinda be helpful to know what is coming up next/already is done, for reassurement reasons; but no pressure, never said ya had to :slight_smile:


#192

Currently the best way to know what is going on is to be subscribed to our YouTube channel that gives you “Little Dev Updates” fairly regularly, which tell you exactly what we are working on. Keeping this thread here up to date myself is not an option as this very much is redundant information. What I could do is post the Little Dev Updates in this thread though, that is very easy to do.

21. March 2015 LDU
youtu.be/-lzTDxb4QJg

28. March 2015 LDU
youtu.be/KTm-98d7koQ

7. April 2015 LDU
youtu.be/itvm3q_iHKM


#193

I’ve updated the post with some new information :slight_smile:


#194

Ok, thank you very much! :smiley:


#195

Latest Little Dev Update 15. April 2015: youtu.be/3_TuC_yg6Bk


#196

wronk link :smiley:

youtube.com/watch?v=3_TuC_yg6Bk

Killrob Edit: Whoops! Thanks, edited :slight_smile:


#197

So I understand you’re working on the v6’s at the moment. But regarding the V10, 12, and 16; is it true that we must wait until after the release of the tycoon?
I love building crazy engines from this game and we all know a new level of insanity will be reached with the 10s, 12s, and 16s. :laughing:


#198

Yes, that is the time frame you need to count on. If we get around to it earlier then of course that would be nice, but we won’t promise anything along those lines.


#199

Some new buyer demographics insights with a 2 brand, 8-trims total example:
youtu.be/Xv3Yp9n_dxk


#200

Wow, a long time since the last update, Apologies guys! Here you go though, might be some good news for the people asking about V12’s :slight_smile: