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F1 cars and higher revving engines

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KrispyDoughnut

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Post Sat Dec 13, 2014 4:32 am

F1 cars and higher revving engines

:geek: I really enjoy when the engines rev really high. F1 engines have really short strokes, and they can rev up to 15000 rpm. Can you guys please increase the rev limiter to 15000? Also can you guys please create new f1 car bodies?
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autofrank

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Post Sat Dec 13, 2014 4:51 am

Re: F1 cars and higher revving engines

KrispyDoughnut wrote::geek: I really enjoy when the engines rev really high. F1 engines have really short strokes, and they can rev up to 15000 rpm. Can you guys please increase the rev limiter to 15000? Also can you guys please create new f1 car bodies?


The game is about building road cars, not racing cars. I believe they have no intention of doing this. I'm sure a user mod in the future will allow it for those who want it.
Personally I'd like to see manhours and MTBF return rather than production units and reliability score of 0-100.
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Post Sat Dec 13, 2014 5:02 am

Re: F1 cars and higher revving engines

Pretty sure the reasons for not bumping the rev limit up to 15000 was the above post of road cars vs race cars, plus the sounds that had to be adjusted to higher RPM's didn't work too well.
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Reaper392

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Post Sat Dec 13, 2014 5:34 am

Re: F1 cars and higher revving engines

Yes, The devs said somewhere that the sounds start to break when you go above 12000RPM. When you consider that the highest revving production car is the ariel atom V8, at 10500RPM, a 12000RPM limit is more than enough for road cars. To put another nail in this suggestion's coffin, I seem to remember the devs saying that the body morphing code didn't play nice with open wheel cars like the chrysler prowler or the ariel atom, so there almost certainly wont be any F1 bodies either.

Ps. The older V8 F1 cars could rev up to 20-21000RPM, not the measley 15000RPM of today's F1 cars.
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autofrank

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Post Sat Dec 13, 2014 12:06 pm

Re: F1 cars and higher revving engines

Reaper392 wrote:Ps. The older V8 F1 cars could rev up to 20-21000RPM, not the measley 15000RPM of today's F1 cars.


I'm sure you're just being silly, because you know they can easily rev that high and possibly higher. FIA restrictions are keeping them to 15000RPM. They are trying to reduce the speed of the cars because the engineers keep finding ways to make them incredibly fast. You knew this of course, and I only posted to sound smart. =P
Personally I'd like to see manhours and MTBF return rather than production units and reliability score of 0-100.
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autofrank

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Post Sat Dec 13, 2014 12:08 pm

Re: F1 cars and higher revving engines

Also, honestly, they could restrict the game to 10K RPM, because honestly as a percentage of all cars ever manufactured the majority never rev that high or need to rev that high. Also, it's only really useful on a circuit.
Personally I'd like to see manhours and MTBF return rather than production units and reliability score of 0-100.
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Post Sat Dec 13, 2014 9:47 pm

Re: F1 cars and higher revving engines

autofrank wrote:
Reaper392 wrote:Ps. The older V8 F1 cars could rev up to 20-21000RPM, not the measley 15000RPM of today's F1 cars.


I'm sure you're just being silly, because you know they can easily rev that high and possibly higher. FIA restrictions are keeping them to 15000RPM. They are trying to reduce the speed of the cars because the engineers keep finding ways to make them incredibly fast. You knew this of course, and I only posted to sound smart. =P



the restriction was more to do with efficiancy than slowing the cars down. But anyway, 15k is irrelevant when the fuel flow limits pretty much dictated that none of the 2014 ever hit the 15k limit. All of them were limited to around 12k as i recall due to this.

DSoesnt matter anyway. different engine (turbo) = different ball game. and you cant compare them to the old 1.5l turbo units of the 80's as those engines wer all about power even at the expense of fuel efficiancy and lifespan, nothing like F1 2014.
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Post Sat Dec 13, 2014 9:56 pm

Re: F1 cars and higher revving engines

F1 cars also use a completely different way of actuating the valves. This wouldn't work with any tech on offer in Automation. :) And yes, you guys are correct in saying that in principle the 12k we have now are too high already (but we love the bit of crazy too, so we keep them ;))
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Post Sun Dec 14, 2014 1:22 am

Re: F1 cars and higher revving engines

Killrob wrote:F1 cars also use a completely different way of actuating the valves. This wouldn't work with any tech on offer in Automation. :) And yes, you guys are correct in saying that in principle the 12k we have now are too high already (but we love the bit of crazy too, so we keep them ;))


Thank goodness for that! There is the odd occasion in which I do need* all 12k of those RPM!

*highly arbitrary and probably not particularly relevant definition of 'need', but still!
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Post Sun Dec 14, 2014 8:21 am

Re: F1 cars and higher revving engines

That and there'd be no real point in restricting it further because it's already programmed so that we can rev to 12K, so lowering max revs would just be taking something away.


But yeah, F1 isn't really possible. I do believe it was more because of the chassis system than because of the morphing code, I imagine morphing would be more or less the same as on any other body, but it would be a nightmare to make it look good, and even more of a nightmare to get parts to fit on it correctly.

Basically, an open-wheeled design would require the devs to create an entirely new chassis type, with entirely new art exclusive for F1 cars, because of the way F1 chassis work.
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This is a comparison of a McLaren road car and 80's Formula 1 car chassis, and it's where the biggest problem presents itself; road cars have suspension workings built inside the car, Formula 1 cars and similar open wheelers have their suspension outside of the body and chassis.

It's entirely possible(read, possible, not practical, advisable, or logical in the slightest) to design a chassis for automation that would fit a F1 style car, sure. But then you have to consider, the amount of time it would take the devs to model it, program it, bug-test it, reprogram it, bug-test it some more... The time, programming, and modeling effort could much more easily be used to complete and release several of the chassis or engine types that are actually on the dev's to-do list. Then you still have the problem of designing actual bodies for this new open-wheeler chassis though, and it has taken around a year from the initial release of the car designer to get to the point where anyone aside from the devs can go in and make their own brand-spanking-new body design. I imagine between designing the chassis models, programming the new class, designing the new suspension styles, then finding a way to get the morphing to work properly with a F1 style body, then designing an open-wheel body that doesn't look horrendous in practice, under morphs, with fixtures, and with an engine it. You'd probably be looking at anywhere from (And this would be a super-hopeful estimate you'd make with your fingers crossed) 5 - 7 months for the initial, barely-usable pre-alpha design with loads of horrible glitches, then another few months to bring it entirely up to speed. Then you still have to design other bodies to make the new chassis type worthwhile, make new tutorials on how to design an open-wheel body...

It ultimately just adds up to an INSANE amount of trouble for very little merit.

And I personally don't want to rule out the possibility of eventually maybe getting to make a Lotus 49 knock-off, I'm not hating on the idea pointlessly without thinking of it. But this is just the reality of the situation. The devs are not particularly large in numbers, I don't imagine they've got funding to spare on a redundant addition, and they already have a very large list of things to add to the game.

The only possibility I see of this ever happening, is if the devs decide to make that Motorsport DLC after the true, finished Automation 1.0 is on sale and, hopefully, raking in the dough.
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Hermann95

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Post Tue Dec 16, 2014 4:24 am

Re: F1 cars and higher revving engines

Although i would really like to see this Motorsport DLC happen, but i don't think that open wheel cars will be included. It would be so much more effort to develop such a DLC that i don't think it's worth it(although i'm a huge F1 fan).
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Post Tue Dec 16, 2014 7:55 am

Re: F1 cars and higher revving engines

Well, if the game has enough success, the devs will certainly consider it!
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Post Tue Dec 16, 2014 11:36 am

Re: F1 cars and higher revving engines

Hermann95 wrote:Although i would really like to see this Motorsport DLC happen, but i don't think that open wheel cars will be included. It would be so much more effort to develop such a DLC that i don't think it's worth it(although i'm a huge F1 fan).


This.

Even as an F1 fan I wouldn't want the devs taking their time and money to add open wheel cars, even with the motorsport DLC.. It just wouldn't be relevant to the rest of the game..

Although perhaps we could supply engines to various formula series in the Motorsport DLC. So you could design an engine to the regulations, then choose various sponsorship deals: Do you just want to sell the engines to customer teams? or are you going to fund a full factory team? or something in between?(some factory support). It could help boost R&D and provide advertising and prestige bonus to your company.

Gearcity has something like this, although not really that detailed..
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Post Sun Jan 04, 2015 12:54 am

Re: F1 cars and higher revving engines

Drake wrote:Although perhaps we could supply engines to various formula series in the Motorsport DLC. So you could design an engine to the regulations, then choose various sponsorship deals: Do you just want to sell the engines to customer teams? or are you going to fund a full factory team? or something in between?(some factory support). It could help boost R&D and provide advertising and prestige bonus to your company.

Gearcity has something like this, although not really that detailed..


Yes, this would definitely be the easiest way to implement open-wheel, and possibly even motorsport. That way, you can sponsor/field a full factory team for Formula Automation (Won't be called Formula 1 because licencing issues), without actually developing a car for it. You can then see the results of each race after the race has occurred, earning money/prestige during that process.
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Post Thu Jan 08, 2015 6:57 am

Re: F1 cars and higher revving engines

A secret code in the game console to deactivate valve floating, and rev up to 20000rpm to laught?
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