Yes, I know I’m being petty, but Camshaft rotation is brokeded. You probably already know this, but I searched and couldn’t find it. Sodding around with push-rod units and I’ve found the following:
The lobes on an inline rotate in reverse to the shaft itself (kind of amusing)
In a Vee-block, Intake and Exhaust lobes are moving in opposite directions to each other… and appear to be about 90deg out for pushing the… rods
I’m getting a few bugs with this latest release that I haven’t seen mentioned. First is, if I make an engine in, say, 1970, then make a variant of it with the year in the mid 80s, Fuel injection, unleaded fuel and catalytic converters don’t become available. This also happened with VVT with a DOHC 4 valve engine with a variant in the mid 2000s. I’m also getting a lot of crashes when making new variants (particularly with engines) and adjusting things.
I’ve had 3 crashes so far with B170904, I created a car with 3 trims and I wanted to compare the times on the airfield track between the three trims. I can load one run it, pick another trim without leaving the editor and run it, but when I pick the third trim in the editor, the game will crash.
I just built an engine to confirm what @kalsylum posted, but I also checked imperial units and found that the size was displayed correctly for imperial units.
As I’ve gotten into playing the engine generator challenges I feel as though when time runs out it should automatically test the engine how it is at that point. I can’t keep track of the time while still building the engine so fail because of the time limit even though the engine would’ve passed.
I agree completely that generated scenarios should re-test when the time runs out. I’ve implemented this today so it should be in the next update. I have also added a keypress (currently “E” key as spacebar has some issues in UE4) which forces an engine calculation without having to visit the testing panel.
Tutorial engine scenario A4 is not possible to finish. There is no way to reduce the knocking.
Also, selecting the Flat Plane crank, puts crank, pistons and conrods at -100%.
Doesn’t matter what you choose.
Could there be an option for bodywork that is partially plastic for modern vehicles with plastic bumpers? Or is that what the “Partial Aluminum” is supposed to be?
Note: The “Partial Aluminum” description in the tool-tip is missing.
I would like to save some the engines that I made for the engine scenarios for later use in my vehicles in sandbox. Could this be added?
Many modern SUVs, minivans, and people carriers have rear seats that fold down for extra cargo space when needed. Could this be added to the game in some form?
For example, my minivan can hold significantly more stuff (4+ cubic meters ) with the rear seat folded down and middle row seats removed than my neighbors short bed pickup truck.
Could each body have a “Relative Mass” number for rough comparison purposes so the player has an idea of the vehicle mass before designing the whole vehicle? A body volume statistic might also work.