F1 cars and higher revving engines
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I'm sure someone will put out a trainer
Re: F1 cars and higher revving engines
12k is a pretty hard-coded limit beyond which the game would break, so: unlikely 

Re: F1 cars and higher revving engines
Are there even any 4-stroke car engines that rev that high in production?
According to wikipedia the highest piston engine is the Ariel Atom 500 at 10,600. If I'm not mistaken that's a 3.0L V8.
According to wikipedia the highest piston engine is the Ariel Atom 500 at 10,600. If I'm not mistaken that's a 3.0L V8.
Re: F1 cars and higher revving engines
True, bundyaxl, that is why this whole "we want more revs" discussion in general is completely ridiculous: we already have an RPM limit much higher than IRL production cars ever had.
Re: F1 cars and higher revving engines
CNSpots1 wrote: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.
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.
But the f1 chassis looks cooler!
"I don't care how fat I am, I am getting in that car and I am going to win" -Speedemon
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