Naca duct full of lights! Genius!
I really need to add more fixtures that are components of building a more complex fixture, trim strips, single LED strips, that kind of thing. I never considered that people would use them they way they do.
Naca duct full of lights! Genius!
I really need to add more fixtures that are components of building a more complex fixture, trim strips, single LED strips, that kind of thing. I never considered that people would use them they way they do.
Damn… that car looks seriously aggressive! I love the rear end though
@Daffy: I just picked something that matched the shape of the body so that the lights would go with the flow .
And some fixtures for creating more complex, varied taillights is a great idea, as I think the taillights are the most limited in the designing of cars in Automation, and people mostly end up with the same sort of designs.
@TheTom: Thanks! I’m looking forward to seeing what other things people can do with this body.
This is my version of a small, lightweight, mid-engined sportscar. It features a 1.1 liter inline 4 powerplant with a whopping 88 kW/118 hp. Lots of sportiness for the money! Its main rivals are cars like the Lotus Elise.
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That looks sick Bayer! This is something I would try myself!
I love what you did with the bonnet scoops on the back!
That’s a really nice car, Martin! Perfectly themed as well passes all eco-frowns too xD
If I would tune it for economy, it would reach 3.2 liters/100 km… But too much power would be lost (8 kW). Currently it is set to a fuel mixture of 12.0:1.
This is the type of car I really want to build! Really well done, I can’t wait for the next public release!
Here’s another design using the smaller mid-engined bodyshell!
http://i58.tinypic.com/2ry4oqc.png http://i61.tinypic.com/5fryax.png
It may only have a 1.0L turbocharged I4 engine, but it revs to 10500RPM and makes 272hp. That makes for an awesome noise as well as pretty good acceleration. And a slightly oversteering handling. It’s still not very expensive to make, which means that it’ll probably go on sale for 25.000$ or something like that. How’s that for bang-for-your-bucks?
Only thing being that you’d not be able to put it on sale for that price considering engineering, tooling, research, QA, marketing and all those things. Really nice car though!
Nice bodies and designs there
Interesting screenshots, more info and the new UI… it’s looking very good guys
Loving the designs here, making me real itchy to start making M4’s, hating myself to not have enough time to beta test. These mid engine shells seem to have a lot of potential!
And yes please Daffy , even just legit LED strips would save us a lot of time.
How can we estimate average costs then? I know that as merchant You need to double the material costs to the buyer, manhours depend on the region/plant, but what’s could be taken as average? And what about engineering costs/car ? xD
I’m in the process of doing a small car comparison and review. I’ve been taking the engine price + (man hours x 25) to get the total engine cost. I mulitply that by 18 to get a rough price of the total car to ensure that I’m grouping cars in the same price range. Of course that doesn’t take into account body panel and chassis material or quality sliders. It has worked reasonably well so far, since most users who have expensive engines have an expensive car. I’d be gamed though if someone had a standard engine but turned the sliders up to maximum on a body and chassis made from carbon fibre everything.
The fraction of engineering and tooling costs per car produced is difficult to be estimated (once those values are in the game). You would have to guess how many cars will be sold and then break it down on the single car to get your total costs. But then your distribution and R&D costs are still not taken into account.
I hope that in the final game there will be tools to help you guess the cost per car and a reasonable price tag (probably in the distribution part of the game). This tool could be fed with the car stats, comparing those to the other cars currently on the market and calculating the current possible sales numbers as a starting value (so this is basically the normal sales calculation as if it already was on the market). Then it could predict the future sales numbers based on how long you say the car has to stay in production and some kind of a degressive sales numbers curve. The tool also could give you the number of cars you need to sell to make up for the initial expenses (engineering and tooling cost) based on the price tag, i.e. the break even point. Without a working tycoon part of the game it is impossible to estimate the overall costs of a single car in my opinion.
Oh dude the tyres are bigger than the engine itself
But the chassis colour
It’s fabulous!
Nice offset on the rims, no need for powersteering there.
Yeah, that is one slight issue in the beta. The rims don’t follow the tyres at all, so that they’re basically unattached to the wheel (like in the pics)