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Three updates I think are needed.

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Killrob

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Post Thu Jan 01, 2015 7:36 pm

Re: Three updates I think are needed.

I am certain the reasons for pushrod engine performance was mentioned before. It boils down to: It is impossible to recreate russian tech and american pushrod tech engines from the same era (~60s) in the game. So we settled somewhere in between and added the Modern OHV which is distinctly different though its use of titanium valves and all kinds of fancy tech. The starting point of Modern OHV is set to be the arrival of this tech in production cars.

Don't forget that this all needs to be balanced gameplay wise, which is tough to do in this case. We rather have a slightly unrealistic game that plays well than a realistic one in which you don't have much actual choice.

Do you have any suggestions on how to solve this problem?
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HighOctaneLove

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Post Fri Jan 02, 2015 7:46 pm

Re: Three updates I think are needed.

What about having two versions of pushrods from the beginning. Rename the standard OHV as the budget version and have the Modern OHV renamed to the performance version... :D

Balance them using cost and performance potential so that the thoroughbred race style engines cost more and the cheap ones can't rev very well and I think this'll enhance the gameplay experience without causing extra work for the developers!
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Corvette6317

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Post Fri Jan 02, 2015 9:55 pm

Re: Three updates I think are needed.

I apologise for anything posted on here that has angered anyone or broken any rules, a friend of mine has been using this account but I have now told him not to post anywhere but our recreation thread. All he wants to know is when will the "Modern OHV" option be available? We would like to see it as far back as 1955 when American performance V8s started, but are worried it might not be until later because of the name you have given it.
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Pleb

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Post Fri Jan 02, 2015 11:36 pm

Re: Three updates I think are needed.

It won't unlock until the 90s I'm afraid. I think just using a lot of quality sliders would be the way to go.
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PMP1337

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Post Sat Jan 03, 2015 1:30 pm

Re: Three updates I think are needed.

Killrob wrote: It is impossible to recreate russian tech and american pushrod tech engines from the same era (~60s) in the game.

Do you have any suggestions on how to solve this problem?

Actually. I haven't understand the quality sliders. Quality sliders are generally regarded as tech year. I think quality sliders should be related to quality control. Right now lowering the sliders doesn't do nothing, you save almost nothing. Apart from weight there is no advantage.
Quality control is what makes a Rolls a Rolls and a Lada, a Lada. Quality sliders should represent that, not the advancements in technology. Negative slider values need to have positive action in the Production units, on the same level as the positive values have.

I has previously brought this up due to the superlight interior and how increasing the quality would make it heavier. If quality sliders meant quality the super light interior should become lighter when increasing quality.
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WizzyThaMan

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Post Sat Jan 03, 2015 10:42 pm

Re: Three updates I think are needed.

I too found that increasing quality on the materials in the car design section increased weight, while I was expecting the fixtures and car panels to stay strong but get reduced in weight and such.
So instead of that, they become more safe --> because heavier?
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Killrob

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Developer - Lead Beta Tester/Producer/German Efficiency Expert
Developer - Lead Beta Tester/Producer/German Efficiency Expert

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Post Sun Jan 04, 2015 1:23 am

Re: Three updates I think are needed.

Yes, the trend is (in general) towards heavier cars, even though manufacturers are saying how light their cars are (yeah sure... all Aluminium 1.6 ton car, lightweight my ass), Quality sliders bring flat bonuses per click as well as advance the effective tech year of that part. Having a higher quality, more modern interior is heavier than an older one, but also better for many other stats. I agree that Super-Light is confusing and needs to be changed, "Sport" may be better.
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BlastersPewPew

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Post Sun Jan 04, 2015 7:54 am

Re: Three updates I think are needed.

Killrob wrote:Quality sliders bring flat bonuses per click as well as advance the effective tech year of that part.


So would this also work in reverse? I like trying to build early-mid 80s and 90s vehicles but the introduction to EFI in game is a bit later than when most were introduced (great explanation though by you previously, no need to explain again). For instance if I wanted to build something with MPI in '87 could I set my engine year to '92 and lower the quality by 5 points to get an effective (or should I say "ineffective") "mid-eighties" EFI system?
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Killrob

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Developer - Lead Beta Tester/Producer/German Efficiency Expert
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Location: Lower Hutt, New Zealand

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Post Sun Jan 04, 2015 8:27 am

Re: Three updates I think are needed.

Yes, indeed it does work in reverse too :)
when you unlock MPFI in 87 with 5 tech pool, that part would actually have a negative 5 in quality effective. Unlocking parts early comes at the cost (additional penalty) of reliability and stats, but you get the main benefits of the new system in general.
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USDMFTW

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Post Sun Jan 04, 2015 9:16 pm

Re: Three updates I think are needed.

Id also like to see individual quality sliders between the bottom end parts, atleast for the pistons as they are almost always the limiting factor and limits me hard on some of my eco engines with low friction pistons have to be way to oversquare to get any decent rpm, or use more expensive and less efficient pistons.

To be realistic and fair, the engines/cars in automation greatly exceed mpg and power compared to there real life counterparts without the above changes or use of low friction pistons.
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supraman

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Post Sun Jan 04, 2015 10:24 pm

Re: Three updates I think are needed.

note I am aware that the engine designer is locked,

however I also agree that bottom ends in this game is lacking in the quality of the parts of the bottom end even with the quality slider maxed out.

Im not really complaining about it just voicing my opinion on the matter, I would much rather see you guys continue working on what you are, as I am sure we have all still been able to build some pretty nasty engines even with these set backs. I just feel it is something that should be re looked at or even if you just made the the quality slider do a little more like say 15-20% stronger then it is now ( just for the bottom end, I feel everything else if pretty well balanced to real life).

But again like I said I would much rather see the devs continue working on getting closer to more of the actual campaign version of the game and how we will be able to run our virtual companies.


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Cheif Designer, and CEO of Charma Automobiles.

Company ID: 2014463
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Killrob

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Developer - Lead Beta Tester/Producer/German Efficiency Expert
Developer - Lead Beta Tester/Producer/German Efficiency Expert

Posts: 3711

Joined: Fri Mar 11, 2011 1:00 am

Location: Lower Hutt, New Zealand

Cars: I owned a Twingo... totally bad-ass!

Post Mon Jan 05, 2015 3:42 am

Re: Three updates I think are needed.

Individual sliders for parts on a tab: definitely never.

Looking into the general balance of bottom end part performance: sure, that will happen when we balance the campaign gameplay. That's something many have complained about, but then again many are in it to build crazy engines, which Automation is not about and which would run +10 Quality anyway. Remember that you can combine tech-pool and quality: tech-pool 6 + 4 quality = 10 effective quality, which costs the same as tech-pool 0 + 4 quality. :)
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supraman

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1994 toyota supra na-t

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1995 f150

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Post Mon Jan 05, 2015 9:40 am

Re: Three updates I think are needed.

awesome, just knowing you guys will look into thngs later on is good enough for me :)

keep up the good work guys, happily awaiting the new update ( not even sure as to when that is but it will be a good one :) )
Cheif Designer, and CEO of Charma Automobiles.

Company ID: 2014463
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