Top end improvements

Hi,

Discovered, bought & started playing the game last week, must have raked in more than 15 hours as of now. It’s a really, really good simulation, and I love to be able to follow the development on this.

I’ve found that most of the engine setup options are in the game, which is pretty nice. I’ve found a few possible improvements in the top end section of the engine :

  1. Valve spring weight. In modding circles, you often see people changing their stock valve springs for heavier weights so they can access higher rpm, on run more agressive cams without suffering from valve float. I would like to be able to modify this value in the game, higher valve spring weight= less float and more friction. Might be limited according to valvetrain type, more cams = more weight available.

  2. Ability to adjust intake runners lenght. This would enhance the current stock/performance/race intake with a separate value for runner lenght. Longer for more torque, shorter for more HP.

  3. Dual-stage intake. Most cars have these now, there’s a valve in the air box that opens up the intake at higher rpm (somewhat like running shorter runners) for more flow.

  4. Ability to change the VVL engagement point, this is purely for fine tuning, current setting is not that restrictive. Could also incorporate truly infinite VVL as in BMW Valvetronic.

Also, while somewhat unrelated to top end, the fuel cut should really only be limited to 15-20k RPM, so as not to limit extreme designs and motorcycle engines.

Only my 2c, feel free to comment !

  1. Not likely going to happen since that portion of the game is pretty much locked down.
  2. See #1
  3. This feature may be added in the future (from what I remember reading). It’s difficult to recreate engines like my old Ford Taurus SHO without it. So I’d like to see it too (otherwise I’m forced to use VVL to mimic the torque curve).
  4. VVL engagement is already “optimized” in that It automatically switches to the “power” profile as soon as it can produce more torque
  5. See #1 - actually, this is definitely not going to happen. The 12k rpm limit is hard coded into the game and would require starting from scratch to get everything to work right. The game wasn’t designed to be a motorcycle simulator, and there are only a handful of “production” cars capable of revving up to 10k rpm anyway… let alone 12k and beyond.

Welcome to the forums! :mrgreen:

Yeah, I know it’s locked down, but decided to post anyway. You don’t always know when a dev might decide to add a feature !

About #4, it’s only to add fine-tuning for us hardcore user, I know it’s already optimized.

#5 I would retract, just thinking about the sound problem at these RPMs is scary, and I guess it would slow down the simulation on some lower-end hardware.

Fair enough… but…

…if you know it’s already optimized then, by definition, you’re only going to make things worse. :stuck_out_tongue: Not worth the extra programming effort, and modifications to the UI.

Yea, like mine! :laughing:

20,000rpm…ARE YOU INSANE thats F1 territory and you wont find any car engines that can reach those sorts of INSANE speeds…

  1. That’s already changed automatically with Cam Profile as far as I remember, more aggressive profiles should make the springs heavier.

  2. Real pain to do art wise, almost impossible without a lot of work, but a choice of long or short runners may eventually be a thing.

  3. Yes, we do want to add this, probably after release though

  4. You can’t set it any better than it automatically does, as it self optimizes.

a Fuel cut off would be interesting so you could set it so it could overrun the redline but you could say on like a Saab you can rev it to 6500rpm with ease but the fuel cuts off at 6200rpm to protect the injectors

Why would you want that, from a design/gameplay point of view, and in what way would it be worth the effort to add? I don’t get it.

I gave an example of a fuel cut off system there Daffy

as to what Boise said above:

“Also, while somewhat unrelated to top end, the fuel cut should really only be limited to 15-20k RPM, so as not to limit extreme designs and motorcycle engines.”

sorry me not make sense tonight xD

I still don’t understand how its any different or why we’d want it…

okay I have completely lost the plot…I will need to sleep on it Daffy I need sleep its 3:29 am BST and its extremely late…I need rest I will sleep on it

:unamused:

You’ve got that the wrong way 'round. I think you mean, a 6200 rpm redline, with a 6500 rpm fuel cut.

To which I would reply: …it’s pointless. Unless you’re looking at an actual tachometer (like on a dashboard) - where one could argue it would look “cool”, having a redline and fuel cut at different rpms won’t make any difference from a design/gameplay point of view (since it’s just a dyno graph). Some cars, like the DB9 don’t even have visible redlines:

…and others have fuel cutoffs that happen before the redline (like the 2012 Chevrolet Camaro SS automatic I rented).

Personally, I’d like to see this game finished sooner rather than later… so all these little “suggestions” really need to be thought out before they’re posted.

I think he just wants to see the power/torque lines go deep into the red before hitting the fuel cut.

:open_mouth:

Yes, whilst we’re happy to have suggestions, please, for the love of god, run it through this test before you post it - viewtopic.php?f=14&t=1838

haha do laugh man do laugh I had just finished watching the film Senna, but you should give the ideas though, like what Slim Jim said

Back in the 50s or so Chrysler or Dodge (I forget) made a car. The redline was 48,000 RPM. No joke. (Although, that may be due to the fact that it used a turbine instead of a normal engine…)

Apparently the test families were so scared of the high revs the company destroyed them all and never put it into production.

[quote=“Cwazywazy”]Back in the 50s or so Chrysler or Dodge (I forget) made a car. The redline was 48,000 RPM. No joke. (Although, that may be due to the fact that it used a turbine instead of a normal engine…)

Apparently the test families were so scared of the high revs the company destroyed them all and never put it into production.[/quote]

it was Chrysler who did it as well as Rover here in the UK but 12,000rpm is fine enough

Posting in here as it’s relative to the topic and no point making a new thread, even if this is an old one;

Why is there a 12k rpm limit? I don’t have any real understanding of coding and making a computer game, but I’ll say that I’m really dissappointed that it isn’t possible to produce anything radical, due to current restrictions. I know it’s a car tycoon simulator and not a motorcycle one, but I don’t see why that means you shouldn’t be able to use the same tricks employed in REAL motorcycle engine design, in any engine you want to design.

Just genuinely dissappointed that it’s not possible to make an engine that revs to 12k rpm and makes usable power and torque; Even with the most aggressive cam setting, power falls away at around 8k, and it’s failing due to valve float; Both things that are not a problem with actual real world engines, that are far more radical!

Regards to the F1 engine comment; why shouldn’t you be able to produce something that radical, or close to?

I can understand not putting it in at this point, as things are already locked in / it’s not possible because of X,Y & Z etc, but why wasn’t this considered in the first place?

[quote]11. When will you raise the 12krpm Rev limit, Give access to 130 octane Avgas etc.

As Automation is a game focused on running a car company that builds road cars, and maybe a few touring car style race cars, those kind of technologies don’t make sense to include.

We chose the 12krpm rev limit as its should cover pretty much any roadcar you could desire, and because[size=150] the way we get engine sounds produced starts to run into issues above 12,000rpm.[/size][/quote]

Straight from the FAQ.

Aha!

In that case, apologies for the redundant question, and thank you for a prompt and succinct explanation.

Best regards