Really stupid question

Sooo I haven’t really been following the updates at all… I’m now in the game (Steam release) and in the bodies section, it would seem there are 3 engine placement options. Are these Rear engined, mid engined and front engined? Or is it Mid rear, mid front and front?

Yes, although there aren’t any rear engine bodies yet.

Rear, mid, front - are the engines. If they are darker grey they are selected. Lighter grey means they are not selected and won’t show

A’ight thanks

Is there any thread about feedback? (for you devs).
I’m missing the tyre size info while morphing the body (well now I see how it goes…).

[quote=“Razyx”]Is there any thread about feedback? (for you devs).
I’m missing the tyre size info while morphing the body (well now I see how it goes…).[/quote]

Quote for truth!

I seriously feel pretty dumb for forgetting to mention this during beta testing :blush:

It should be on the chassis tab. Thing is: it is IMPOSSIBLE to show it while morphing on the first tab because there is no suspension loaded in yet and the tire size fitting under the arches is calculated by measuring the 3D models. Do your wheelarch-morph on the chassis tab after selecting a suspension should show you their size :slight_smile:

Make the chassie first and then place the body? Maybe reverse the build flow?

Personal guess and opinion, but this is not gonna happen. It require visual remaking the tabs, recoding, testing because there are gonna be bugs and remaking of the tutorial/s.

All this costs time, and time is money… In other words the cash they get from steam will go to something that is not SUCH a huge problem (it bugs me too, don’t get me wrong) instead of going towards more bodies, V6, more rims or campaign and MP.

Also it is not possible to make the chassis tab to come first because of the choice of body that is affecting the chassis tab :slight_smile: front, mid or rear engined? It’s a chicken-egg problem. It’s not like we haven’t thought of all this… it’s just that this was the least terrible solution. :stuck_out_tongue: