Awesome! Don’t fully understand how the algorithms and stuff work yet, but I’m looking forward to giving it a try! I assume since we only have the open beta so far, this competition has not started yet?
you can try to make cars that will fit the markets that have been posted because I don’t think they will be changed, but without the spreadsheet that calculates the tooling cost it would be quite difficult to make anything meaningful. I assume Der Bayer will upload the spreadsheets once they are ready and once the update has been properly released, but I am happy to be proved wrong there
You won’t be proved wrong
Yesterday I finished the sales calculations and now I’m working on making the presentation nicer, so I guess things are ready when the official patch is out.
Any way we could get a build year locked down? I’d like to start futzing around.
Nah, '88, totally awesome year
Is that because 1988 is the first year electronic fuel injection is available?
Yeah indeed, perfect for turbo engines, although maybe the competition will be harder if we only have carbs available
Yeah, it will probably be 1988. Lots of bodies to choose from and interesting tech available.
Bayer, Pleb and I submit both as one team, so please keep a spot free for us The name: Bartron!
There are no “spots”. Unlimited number of participants, but only 1 car per player.
Oh right! Sorry I thought we would only have liek 50 spots
I updated the first post with new pics and the description of how you participate. Feel free to ask if you have any questions about the process.
Please note: The Challenge has not startet yet! Don’t send me your files!
I think you forgot to put Macphersons for rear on the docs
What’s the difference with fuel types? I’m assuming different prices which then get calculated into running cost but what about leaded fuel? Do I get somehow penalized for it?
Also this is going to be very interesting to me, first of all I’m looking forward to tycoon part of game a lot, while it’s a tons of fun just to construct cars it will be even more fun to see how my designs will actually do on a market. Another thing is, I usually just do 2014 stuff so it’s going to be pretty fresh challenge to me. I’ll consider it success if I’ll just break even though .
Yeah, I have to go over all things again, some things have changed since I made the first prototype of the challenge.
The difference is only the price. You pay one cent per liter for every octane. Leaded fuel makes no difference because emissions are not taken into account. At least not yet (not for this round). Maybe I’ll extend the calculations to get them in next time, but first I want to get the basic market model good enough.
Why do the sports editions have such a high utility by the way? I didn’t realise how much fits in the trunk was so important when buying a sports car.
Also, will there be tooling costs for forgeworks and cnc shop? Also engineering costs for brake cooling (since Killrob mentioned in a video)?
Edit: sorry for being such a pain in the ***
At a guess, the suspension setups used are more compact, thereby allowing more interior space
Thanks for the spreadsheets, it’s nice to have some idea of the tooling and engineering costs of the car. Is it possible for you to add the calculation that works out how many cars you have to sell to break even please. I know its quite a simple thing to calculate myself, but it would make things a lot easier if the spreadsheet did it automatically
Just out of interest, have you updated the tooling/engineering costs since making those spreadsheets with the example cars? Just as a test I made the cheapest, tackiest car I could possibly imagine, with possibly one or two luxuries to make it actually sellable, and my tooling and engineering costs are way higher than the lowest of the example cars.
I have few more questions. What is cost of production unit? Can I trust total cost figure in car designer?
Also I’m wondering how “customers” choose cars, are preference weight on stats you posted only stats taken into account? For example is there any point in making car that is faster around track if it doesn’t really translate into improved main stats? I’m asking because I actually had this problem when I was making 2014 small mid engine car, 4WD drive gave me better main stats both in tameness (no surprise here) and sportiness which didn’t make all that much sense to me considering that RWD was blowing 4WD out of the water on a track. I’m talking like half a second faster 0-100, lot more g in corners and like 2 seconds less on Airfield track, what was making the difference is 4WD car followed red yaw line bang on, unlike RWD. Now this does make sense if sportiness is supposed to reflect only how car handles but it does open question how much reason is in making really fast cars if handling not performance numbers is what you really have to care about?
Another thing I noticed from earlier test results you posted is that customer groups don’t seem to have minimal standards, just cost/benefit calculation. Looking at most successful car I notice 3 really low stats: Sportiness, Prestige, Safety. Comfort is pretty damn low too. Yet, it sold well even in groups that put focus on those stats, sure it’s cheap but then I still have to wonder why car with 2.0 Sportiness sold anything at all in Trackcar, GT, Supercar categories? It’s not like there weren’t any other cars with more sportiness.
Actually I’m not so sure about these aggregate stats, especially when it comes to customer decisions (they still are helpful to give you good idea about your car). They can lead to funny situations. For instance comfort, car can be considered comfortable even if it has super stiff-spine-shattering suspension, how you ask? It has REALLY good audio and air-con.
I’m just trying to be constructive and I do understand it’s just a fun forum challenge which I’m grateful you spend your time to run. I don’t actually expect you do make detailed market simulation .