[quote=“JohnnyOnTheSpot”]I get this error on 1320 as soon as I click sandbox. I haven’t read all 10 pages of this thread yet, I apologize if it has been covered.
[attachment=0]clicking on sandbox.PNG[/attachment][/quote]
Seems strange, have you tried clearing out platforms from the My Documents/Automation folder?[/quote]
That seems to have done the trick. I only had one platform made - i’ll let you know if it happens again
This box appeard after switching my car from RWD to AWD with a 2.0 turbo engine, i do believe its a bug with the game “removing the engine” for awd. Caused the game to close with the typical windows problem dialog.
Using the latest patch.
Also, as a feature request, could we get a calculated time for the car to reach its top speed? Or a higher value.
It’s a truly awesome update you guys put up! I’m enjoying it so much.
on the other hand, there’s one thing I want to ask whether it’s a bug or just a “optimization”.
It’s about turbo charged engines’ power outputs. It has changed so radically deteriorated I think.
for example, when I make 2.0L I4 with air-inter cooled turbo engine, it was easy to get over 600HP. In the B1320 build, however, I was desperately work hard to get 500HP…
Is this kind of change is a bug? or it’s just the way the new engine designer works?
I don’t think anything has changed in the turbo calculations. This is the result from a quick try (nothing special or too much optimized), power should be enough (750 hp). MTBF is 0 because of the cooling penalty in the engine designer, but if you provide a body with enough cooling, it will be > 40000 km.
Hi - last night I’d been playing for a couple of hours, creating models and revising engines (via model designer) and the soundtrack started to play slower. This also affected the menu theme too.
My PC wasn’t doing anything else at the time.
[quote=“Der Bayer”] MTBF is 0 because of the cooling penalty in the engine designer, but if you provide a body with enough cooling, it will be > 40000 km.
[/quote]
Is there any way to remove the cooling penalty from the engine designer when you are designing the engine on its own? Or, even better, perhaps have a slider that changes the simulated level of cooling your car has in the engine designer? Its kind of annoying getting 0 MTBF on any of the very high power engine that I make, and it would be very useful to see just how starved of cooling air an engine can be without going bang.
@kalsylum. try playing in windowed mode. While it doesn’t fix the problem if i alt+tab from the game, i don’t get a problem if i simply click outside of the game or onto the taskbar
@ Reaper392: yes, we will remove that limit soon, it only makes sense not not have it anymore now that we do have the cooling required stat in the engine designer. Although, as a negative, everyone and their mother will start building a new “the most powerful engine” xD which is a clear downside.
@kalsylum: The engine efficiency, especially of old tech (carburettors) has been buffed a lot. Before that was changed, we got 3x the fuel consumption for “old” cars compared to “new” cars (this was some weeks ago in closed beta). Fuel consumption for old cars should be quite realistic now.
Just came across this little quirk. I’m not sure whether its just a case of miss wording in the warning or if there is a bug in the cooling calculations.
[quote=“Der Bayer”]I don’t think anything has changed in the turbo calculations. This is the result from a quick try (nothing special or too much optimized), power should be enough (750 hp). MTBF is 0 because of the cooling penalty in the engine designer, but if you provide a body with enough cooling, it will be > 40000 km.
I found a bug in the engine tester that I can’t hear blow off valve sounds.
When I fire up the engine and open the throttle to the max and close the throttle quickly, I can hear it only in first time, and never happen again unless you go back to engine manager screen and choose the engine again…
The body of that Alfa GTV is pretty bug’ish at the front part of the car. When you select a part from the Air scoop section , and place it on the hood , stretch it as wide as possible , the game crashes. and the hood gets openings where you can look into the engine bay. I wasnt able to take screens because of the crash.
Sorry for bad english. i know Killrob is german so i’ll write it in german too
Die Karosserie von dieser art Alfa GTV hat bugs am vorderteil. Wenn man eine Lufthutze wählt und diese von der motorhaube aus langzieht , entstehen zuerst öffnungen und dann , wenn man es weiterzieht , stürzt das spiel ab. deswegen auch keine screens.
[quote=“Slim Jim”]I’ve been building a lot of high-powered rear-wheel drive cars, and while they all have excellent cornering grip, and accurate handling stats… the acceleration seems off. For example, in order to get an E63 AMG (2012, twin-turbo) close to its real-life acceleration stats, I have to move the weight distribution slider to the extreme rearward bias. If I use the real-life weight distribution, it spins way too easily… even with semi-slick tires.
Mirroring what an earlier post said, the fake weight is not the only slider that is bugged. The weight distribution stat “sticks” when you revise different models.[/quote]
I think what you are experiencing with the RWD acceleration is a problem linked to the height of the center of gravity. Currently, if you set the fake weight slider to a bigger value than the base weight of the model, the height of the center of gravity will probably drop. This results in less dynamic weight distribution to the rear while accelerating -> less grip -> less acceleration -> less dynamic load on the rear axle -> less grip -> less acceleration -> …
We’ll have to take a look at the height of center of gravity in the next subproject, when we install interior into the cars.[/quote]
Today I found out that indeed acceleration grip is bugged in the current version. I accidentally broke the longitudinal grip calculation while calibrating cornering grip (wider tires didn’t give much more grip anymore). I sent the corrected calculations to Caswal, so things should be alright again with the next update.
I’ve found a bug with deleting fixtures, wings and lips on the Honda-CRX style body. If you select a fixture, place it down, then immediately delete it the aerodynamic penalty will stay on the car. However, if you add another fixture of the same type it will not add to the CD. This happened with wings, grills and lips. Also, if you then go back to the body selection and choose the same body, despite removing all the fixtures automatically, you will still get the same CD, but none of the cooling/downforce benefits.
I think what you are experiencing with the RWD acceleration is a problem linked to the height of the center of gravity. Currently, if you set the fake weight slider to a bigger value than the base weight of the model, the height of the center of gravity will probably drop. This results in less dynamic weight distribution to the rear while accelerating → less grip → less acceleration → less dynamic load on the rear axle → less grip → less acceleration → …
We’ll have to take a look at the height of center of gravity in the next subproject, when we install interior into the cars.
Today I found out that indeed acceleration grip is bugged in the current version. I accidentally broke the longitudinal grip calculation while calibrating cornering grip (wider tires didn’t give much more grip anymore). I sent the corrected calculations to Caswal, so things should be alright again with the next update.[/quote]
I just thought my tires were that bad, lol.
Also, it seems increasing my tire width does not help out with tire spinning off the line yet it adds .06 Gs to the skidpad.