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Introduce Fault Finding for Electronic Failures

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ZoOmi3

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Joined: Sun Apr 15, 2012 11:57 pm

Cars: Ford Fiesta Zetec

Post Mon Apr 16, 2012 4:38 pm

Introduce Fault Finding for Electronic Failures

Hi Guys,

I realise that the demo version is due to be released soon, but for future development and revisions, it may be an idea to include faults and failure of electronic components into the game such as: ECU, MAP Sensor, Fuel Pump, Cam Angle Sensor, Fuel Filter, Crank Angle Sensor, Electric Water Pump, Fuel Injector Ignition Module, Ignition Lead, Fuel Pressure Regulator, Hall Sensor, Idle Speed Motor, Oxygen Sensor, Knock Sensor, ABS Module,
Throttle Position Sensor, Air Mass Meter, Air Temperature Sensor and Distributor Coolant Temperature Sensor.
The failure of these items (cause and effect) and subsequent repair, may make the game more complex and interesting…..But I understand that there is plenty of alternative avenues that need addressing before this kind of add on can be implemented.
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AutoHappiness

Turbocharged
Turbocharged

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Joined: Thu Mar 01, 2012 7:43 pm

Cars: Just forza.

Post Tue Apr 17, 2012 12:51 am

Re: Introduce Fault Finding for Electronic Failures

Nice idea.
"In a fast German car
I'm amazed that I survived
An airbag saved my life"

Airbag-Radiohead
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serothis

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Turbocharged
Turbocharged

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Joined: Fri Sep 09, 2011 6:36 am

Post Tue Apr 17, 2012 6:44 am

Re: Introduce Fault Finding for Electronic Failures

My first thought to this was "feature creep"

My second thought was that this is lot of things to cover with a huge amount of complexity (and of course the complexity and materials changed during different eras which would result in compounding complexity for the developers). But even if that could be all sorted out, I think you're missing the point of the game. The idea is to design cars and sell them in the varying world markets. You're not actually living with the cars and daily driving (and at this point not racing them either). Which means the player won't actually experience any of these failures. And it would be kind of silly to build it into the engine designer because you could just run it again (assuming a bad 02 sensor doesn't cripple your company) which would make it pretty moot. It can kind of be factored into the general idea of lifespan (i.e. more complex technologies reduce lifespan). It's an interesting idea to have a chain reaction of failures but I don't see how it could be incorporated into this game.
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onasnerd

Posts: 17

Joined: Tue Apr 17, 2012 12:18 pm

Location: NY, NY

Cars: 96 Saab 900 SE
93 Honda Accord 2dr
(Current) 96 Ply. Neon

Post Tue Apr 17, 2012 1:21 pm

Re: Introduce Fault Finding for Electronic Failures

I think it's quite possible to incorporate but at a huge cost of complexity. I think if the designers want to "extend" the car designer mode it would make sense to a point. But eventually there will be a tradeoff towards the steepening learning curve and more casual folks. All about balance right?
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dewasha

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Joined: Mon Jul 16, 2012 3:26 am

Cars: BMW

Post Sun Aug 05, 2012 6:04 am

Re: Introduce Fault Finding for Electronic Failures

the idea is great truth is that electrical faults are different or not would give a lot of realism to the simulator for me if there is no destruction of parts, loss of liquid or less verbatim failures damaged parts I think you are missing something important in the realism of the simulator if nothing can break, damage, change the behavior or stop working with future consequences mmucho things worse.

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