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Suspensions

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obv

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Post Tue Dec 08, 2015 9:42 pm

Suspensions

hello guys
i have a question...

you are going to add a Pulll-Road Suspensions?
Image

http://www.f1aldia.com/11219/suspension ... d-pull-rod
https://albrodpulf1.wordpress.com/2014/ ... -pull-rod/


thanks
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HighOctaneLove

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Post Tue Dec 08, 2015 11:02 pm

Re: Suspensions

The first question you need to ask yourself is; does my suggestion exist on a production car?

If no then it'll be very unlikely to included in Automation! :lol:
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TrackpadUser

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Post Wed Dec 09, 2015 5:23 am

Re: Suspensions

There is also the question of what it would really add to the game, as it is overall very similar to push-rod suspension.
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Daffyflyer

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Post Wed Dec 09, 2015 7:50 am

Re: Suspensions

As far as I'm aware it performs almost exactly like Pushrod suspension, so I'm not sure what the advantage of having it would be
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Leonardo9613

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Post Wed Dec 09, 2015 11:39 am

Re: Suspensions

A few years ago, Ferrari, I think, used pullrod front suspension instead of pushrod and then McLaren decided to copy them. The differences at the time were a minimal gain in steering feel, especially on the wet, with the drawback of either more weight or a worse aero package, probably the latter, but I'm not 100% sure. So yes, pretty minimal difference between the two.
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RobtheFiend

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Post Thu Dec 10, 2015 3:17 am

Re: Suspensions

The pullrod is much,much less likely to brake if the wheel hits a pothole.
The pushrod otoh, can bend/break if the load is to great.

And the pullrod puts the strain on the upper joint, compressing it.
The pushrod, on the front susp, tries to pull out the lower joint.
At the rear the rod is more often attached directly to the upright.
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TrackpadUser

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Post Thu Dec 10, 2015 5:40 am

Re: Suspensions

RobtheFiend wrote:The pullrod is much,much less likely to brake if the wheel hits a pothole.
The pushrod otoh, can bend/break if the load is to great.


You can compensate for that by designing the thing properly. A badly designed suspension system is likely to suffer damage from impact no matter what the geometry is.

The other two things don't mean much from an automation POV.
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powermonkey44

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Post Fri Dec 11, 2015 2:51 pm

More valvetrain options/cylinder head options?

There are lots of options for valvetrain but the pushrod style is really outdated, the game seems to think that pushrods are as basic as they were in the 70"s, i was wondering if there was anyway to have for example roller rockers, roller lifters, hardend pushrods, guide plates, upgraded springs, keepers, valves ect ect. not to mention custom porting and polishing jobs or custom quench vs compression ratio, or any information on combustion chamber designs of the heads, intake runner cc or exhaust runner cc, and wheres the supercharger or the nitrious? I'm not trying to rant because i honestly love the game, im just trying to give you a view of critical engine dynamics that are really common in big and tight budget builds. I have tons of more ideas also if youre interested.
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nialloftara

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Post Fri Dec 11, 2015 3:02 pm

Re: Suspensions

Modern overhead valve covers that.
But as to the engine combustion cycle itself check out the "little" Dev update regarding the next engine builder redesign.
Future Engine Designer Revamp Discussion: http://youtu.be/JAZP2Rlq43c
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BlastersPewPew

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Post Sat Dec 12, 2015 12:24 am

Re: More valvetrain options/cylinder head options?

powermonkey44 wrote:There are lots of options for valvetrain but the pushrod style is really outdated, the game seems to think that pushrods are as basic as they were in the 70"s, i was wondering if there was anyway to have for example roller rockers, roller lifters, hardend pushrods, guide plates, upgraded springs, keepers, valves ect ect. not to mention custom porting and polishing jobs or custom quench vs compression ratio, or any information on combustion chamber designs of the heads, intake runner cc or exhaust runner cc, and wheres the supercharger or the nitrious? I'm not trying to rant because i honestly love the game, im just trying to give you a view of critical engine dynamics that are really common in big and tight budget builds. I have tons of more ideas also if youre interested.



This is where the quality slider comes in, you MUST imagine that is what is going on behind the scenes, nothing is stated. Just having this quality slider cuts down on a LOT of clutter in the UI, I would LOVE to have all those options BUT it makes NO sense putting them in there when the quality slider can do the same thing. Just gotta use some imagination :)

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