Good Idea?
In the current day we can only open one engine at a time, so what I thought of would be the ability to open two engines at the same time. This could open up a lot of doors, we could have side by side comparisons of older motors to see where you have made improvements or even just speed up the workflow so you can build multiple motors in one hit. Obviously we would have the option to switch the audio between the two motors or you could have them both on. I’m not really sure if this is actually a possibility but it would be fantastic if we could. The only major flaw that I can see with this Idea is that it would be very taxing on hardware and it may only be able to be utilized by the ones with high-end PC’s.
Sadly it’d be practically impossible to do this properly, and as you say, even if you could you’d have half the framerate or less.
Besides that, in the list of engines you made, for example in the sandbox, you can easily compare the most interesting stats like power, torque, weight, etc.
I meant like when you an engine you have just made a change onto, be able to open a previous version of that and see where the changes are made visual in the way that the power is delivered, rev range etc.
Isn’t that where the Revision counter comes in?
I would like to open two because then I can see what my revisions have done without having to write down the old stats or closing and opening the engine
Good point, I can totally see myself taking a piece of paper and be forced to write down the specs from my previous engine, just so that I can see those specs and compare them to the new engine (or revision) that im currently building, -BEFORE- im finished building it.
Do we need to be able to open two engines at one time? Not necessarily.
Do we need to bee able to see the specs of the old engine while modifying it or building a totally new one? Well, it would most certainly make the game more playable…
Imagine this options:
In the engine editor you have a button that set the engine that you are currently working on as “benchmark”. Clicking this button (benchmark) will save the settings preset of the engine and you can recall it clicking on a “recall” button.
Than you start to modify the engine again. After you are happy with the new engine developed, you test it and than click the “compare” button to see the results compared to the benchmark engine (with the classic red/green data and the grpahs too)
If you are not happy, you can rebiuld the benchmark engine clicking the “recall” button.
So…
Benchmark Button: Save the engine data for the editing session
Recall Button: Load saved engine data for the session
Compare button: Compare the engine that you are currently working on with the one saved in the benchmark.
Seems easy, but i don’t know if the game engine can support this logic.
Developers? 
The recall and compare functionality would definitely be handy, but I don’t see a way to make this happen without cluttering down even more in the current UI. We are going to change to using scaleform for our UI, which allows for an interactive, dynamic and adaptive UI. I would definitely like to see these features implemented at that point, but for now I think it would be wasted effort in the current UI system.