Test Track feature

Before you start complaining: Yes, I read you’re not planning drivable cars, so this is not about that.

But, in this old car game (Where you could draw a car layout in 2D) there was an option to do an automated test through a pre-generated test track.

The test track had a long straight, fast turns, slow turns, a weaving section - everything to test the vehicle.

The end result was a tested time, and you could also include data about each section, as well as top speed and everything.

Now, that game had a pretty decent wind/drag simulation, so that may not be easy, but you should think about lift/drag, breaking, steering, total weight and obviously the engine.

But, as everything is automated, you don’t have to worry about how the car ‘handles’, and you could even come away with a 2D topdown simulation to show where it is - the visualization don’t need to be realistic, but the results should.

This game:
retrocpu.com/dos/games/c/car_builder
The feature I’d like:
multiplayer.it/immagini/car-builder-per-ms-dos/165923/

I played that game on DOSbox. I thought it was good but not great.

It was the best game of that era. It was also the ONLY game of that era XD - and possibly the first game ever to allow you to build cars.

Since the Engine Designer has so many stats… MREV, RPM, etc… it makes me wonder what kind of stats we are looking at once the car is complete. A Drag Co-efficient would be interesting. But how relevant would these stats be to the business aspect? Obviously MPG, but what about curb weight and such?

Yeah, there is a set of customer relevant stats, so weight for example is interesting to know, but only matters for its effects on handling, comfort, MPG etc etc.