Lots of new things for engine designer. just recomendations

okay, first off all i can’t wait for the turbo update to come out, i just felt like i had to say that.
well i have many suggestions/recommendations that shouldn’t be taken into consideration immediately, that is one misconception that is on almost every suggestion post. finish all the engine layouts and turbo stuff and fine tune all the sliders and calculation before you add on extra features, and that is what my ideas consist off today (extra features).

So the first idea?
well to describe this idea i have to reference a YouTube comment- Video: Little Dev Update: All Coming Together
Comment made by Gervase Tuxworth:
I don’t know why your hard coding a 200kw per litre restriction like that in… plenty of RB26’s making over 500kw reliably. My last engine was just shy of that, and lasted for 3 years including 20000 kms, ~15 race meets and 3 drag days… as well as ~150 dyno pulls… all in a street registered car on pump fuel.
Reply from Killrob?:
Mainly because we have no way of accounting for cooling in the engine designer without the ability to put radiators in, have vents feeding them etc. This hacky limitation is the only real way to balance the engine scenarios properly. But don’t worry, once the car designer is out you’ll be able to do as you like, as long as you can find enough space for big radiators and airflow to feed them.

This sparked a great idea in my mind. why don’t you implement radiators and cooling into the engine designer. i know in Killrobs reply it said car designer, but the ability to do this in the engine designer would be great. you could choose radiator size, material, amount of airflow, blah blah blah… i know what you will say, “Well then for every car you make you’ll have to build the car around the engine.” well yes, um… but… huh… i don’t know. I would just be great so you could see how an engine would preform with different cooling setups, mainly because that is the biggest restriction on how far you can “push” an engine. I would mainly like this so i could see all the parts, of the engine, separate from the car, like how you can see all the turbo components(refer to a automation video on turbos if you don’t know what i’m on about) haha, maybe you could even make an air cooled engine, with the cool fins on the block.

Idea # two
oiling options:
dry sump, wet sump, crankcase ventilation options. nuff said

3rd and final… for now
emissions control systems. well it’s an idea.

so as you can tell, i like this game. so please respond give feedback and give me new idea so i can think and post some more suggestions, and if your a developer, thank you for making this game and reading my post! :smiley:

Hmm yes, the cooling is a tricky topic. Let me give you some more reason for doing it the way we do now, apart from the arguments that have been put forth already:
When you build an engine, you have a car around it in mind already in most cases. At least in the workflow we foresee in the Engine and Car Designer.
At some point in the process there needs to be a check for if the engine fits into the engine bay or not. What is easier then:

  1. Having the full engine with cooling system designed, having to switch back and forth between the Engine an Car Designer to make it fit.
  2. Having the cooling systems you choose in the car designer automatically attempt to fit in the unused spaces in the engine bay.

In case 2 you will not have to break the game’s flow as often as in case 1, although a radical change that might be needed would still bring you back to the Engine Designer.
Overall we prefer case 2. It would be like: “Ahh, my engine is a bit too big, so I can only fit a 2500 cm^2 radiator into it. This will lower MTBF by 5%. Should I accept that or maybe make the engine a bit smaller?”
That sounds much more interesting than: “Ahh, my engine is a bit too big, I need to change that to be able to continue.”

Cheers!