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Rolling road AKA Dyno

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Camshaft91

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Post Sun Jun 08, 2014 4:04 pm

Rolling road AKA Dyno

Hey Gang,

Here's a thought I was thinking of.

So the one popular request I've have seen is "Can we drive our cars" and this has been answered several times but I wanted to put this idea forward

As a bit of fun or novelty, would it be possible in car designer when you get to the "testing" section to have a dyno/rolling road option?

As in, we can control the car but not actually drive it as such.

So the mechanism I was thinking to accomplish this was to use the throttle leaver in the engine designer as the "throttle" and have the car appear on a dyno and we can control the throttle and clip a tab "Shift up" to go up a gear and "Down Shift" to down shift.

As added option the power/torque graph appear so we can see the stats real time?

What would it add to the game? Well it would fill the void of "driving the car" if we could have some control of it. As in rotating wheels on the dyno and the slider to pull back the layers of the car so we can see the engine under the hood working hard :D

I just want to know, how hard would this be? To import the control details from engine designer to car designer as a testing option and well having a dyno option?

THIS would be an amazing feature.

So what are your thoughts?
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Junny

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Post Sun Jun 08, 2014 5:04 pm

Re: Rolling road AKA Dyno

I could definitely see the Developers considering this as added Fluff at a later date possibly an expansion thing. Highly doubt it would be considered in the Finished Product however.
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Killrob

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Post Sun Jun 08, 2014 6:28 pm

Re: Rolling road AKA Dyno

The thing is: how does that connect to any of the core mechanics? What do you learn from this that you don't already know? It does add fluff, but is not as useful as the test track for instance, which serves as a general benchmark for performance and can be used in various multiplayer modes.

I don't think I would consider adding this even if we could "for free".
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Camshaft91

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Post Sun Jun 08, 2014 7:34 pm

Re: Rolling road AKA Dyno

Killrob wrote:The thing is: how does that connect to any of the core mechanics? What do you learn from this that you don't already know? It does add fluff, but is not as useful as the test track for instance, which serves as a general benchmark for performance and can be used in various multiplayer modes.

I don't think I would consider adding this even if we could "for free".


"not as useful as the test track for instance, which serves as a general benchmark for performance" - What about the information that was already supplied? All the test track did as far as I can see was "Fluff" the game up so you could see... sorry hear your car in action and see it go around a map.

With this it fills the request (kinda) of being able to control you car.

Honestly? How hard would it be to grab the control details from engine designer and move it over to car designer? All u need to do would be animate the tyres and dyno drums?

This would be a very highly effective feature. It would make those peeps requesting to drive their cars a lil happier.

Could you consider adding it rather than straight up saying no? ;)
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Camshaft91

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Post Sun Jun 08, 2014 8:31 pm

Re: Rolling road AKA Dyno

Killrob wrote:The thing is: how does that connect to any of the core mechanics? What do you learn from this that you don't already know? It does add fluff, but is not as useful as the test track for instance, which serves as a general benchmark for performance and can be used in various multiplayer modes.

I don't think I would consider adding this even if we could "for free".


Refer to your PM's Killrob. I got a proposition for you
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Jakgoe

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Post Mon Jun 09, 2014 1:30 am

Re: Rolling road AKA Dyno

Camshaft91 wrote:"not as useful as the test track for instance, which serves as a general benchmark for performance" - What about the information that was already supplied? All the test track did as far as I can see was "Fluff" the game up so you could see... sorry hear your car in action and see it go around a map.

The test track adds an opportunity to test how cars respond in real-life scenarios.
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Killrob

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Post Mon Jun 09, 2014 5:54 am

Re: Rolling road AKA Dyno

Camshaft91 wrote:"not as useful as the test track for instance, which serves as a general benchmark for performance" - What about the information that was already supplied? All the test track did as far as I can see was "Fluff" the game up so you could see... sorry hear your car in action and see it go around a map.


The information that was already supplied is very abstract in a sense: as isolated as possible performance data relevant only to specific circumstances. The test track, while not absolutely necessary, puts all these values into perspective and looks at how they interact. Also, the test track allows us to add pretty cool multiplayer modes, so it is useful beyond what is in the game right now.

We don't take requests without proper arguments behind. I'm not saying no without consideration, we've considered all kinds of "controlling your own car" variants, and the car dyno is a reoccurring one.
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Camshaft91

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Post Mon Jun 09, 2014 6:24 pm

Re: Rolling road AKA Dyno

Killrob wrote:
We don't take requests without proper arguments behind. I'm not saying no without consideration, we've considered all kinds of "controlling your own car" variants, and the car dyno is a reoccurring one.


Ok well I've put my ideas forward and what it would bring to the game. Test track aside, why do you believe adding a dyno would be a waste of time?
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Killrob

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Post Mon Jun 09, 2014 6:31 pm

Re: Rolling road AKA Dyno

The answer to that is pretty simple: because so far neither of us or you or anyone who ever suggested that could put forth good arguments for why or how it would be actually useful to the core game mechanics.
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USDMFTW

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Post Mon Jun 09, 2014 6:31 pm

Re: Rolling road AKA Dyno

Adding a dyno would be pointless, we would not learn anything extra, we already built the engine and tested it with the dyno, the only think i could see is to implement a calculation based on selected drivetrain parts etc, which calculates Wheel Horse Power/kW and torque/Nm.
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Killrob

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Post Mon Jun 09, 2014 6:34 pm

Re: Rolling road AKA Dyno

USDMFTW wrote:which calculates Wheel Horse Power/kW and torque/Nm.

Which already is in the game: the power graph in the test track view does show exactly that. :)
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gt1cooper

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Post Tue Jun 10, 2014 1:38 am

Re: Rolling road AKA Dyno

Would I love to see this in game? Yes! Would I love to see it before v6s, I5s, v12s and the like? No. Never would this provide anywhere near the gameplay value.
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WizzyThaMan

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Post Tue Jun 10, 2014 1:47 am

Re: Rolling road AKA Dyno

gt1cooper wrote:No. Never would this provide anywhere near the gameplay value.


And thats exactly the reason I wouldnt want it over the engines expansion. Dynorun your cars 100 times your done. Make 100 more V6s, V8s, I5s V12 and V10s and you wont be done for the next 10 months.
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Dragawn

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Post Tue Jun 10, 2014 7:53 am

Re: Rolling road AKA Dyno

Agreed, personally I can't wait to get my hands on V6's. With just 3 engine types at the moment another engine type would add much more to the experience rather than a dyno run. Don't get me wrong, a running a dyno yourself on your own car would be fun, but in my opinion at the moment there are better features for our beloved devs to spend their time on.

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