![]() The suspension is soft, the steering is loose, the tires have less grip and the car is slower overall. In terms of gameplay, parts with durability less than 100% affect the vehicle's handling on the race track. Including the suspension any of these items that have a durability less than 100% will negatively affect the value of the vehicle.Īll items in the engine bay that are not in 100% durability will negatively affect performace and the value of the vehicle, with exception being the Windshield Washer Reservoir (yes, ABS and Brake Servo can also negatively affect Performace). Other items such as tires, rims, bodykits, seats and steering wheels only add to the value of the vehicle. These same parts if they are less than 100% durability will negatively affect performance and value. Replacing parts of the engine, clutch, transmission, exhaust, fuel pump and air filters is possible to increase the performance and value of the vehicle. Scraps give a lot of work, very little increase the value and performance of the vehicle. ![]() Scraps increase value of common parts, and power, torque and value of tuning pieces.Available parts in Tuning Shop increases power, torque and value. ![]() The "Theoretical " ideal Air Fuel ratio is 14.7:1 but it's usually too lean,most engines run better at about 14.1:1 because of "wetting" and induction loss, it really depends highly on the type of fuel used, The power mixture for maximum horsepower is in the 12.2:1 – 13.5:1 A/F range on "pure" gas. I would suggest the new data sets that arinner suggested, Air flow, Fuel, Ignition timing and also add cam timing, compression ratio,Engine Displacement,Exhaust flow,boost,and Fuel type. I'm hoping for way more simulation and less gamey. Hopefully if the minigame does go ahead there will be a possibility of catastrophic failure, many a rod has been thrown on the dyno.Blown head gaskets, cracked cylinders to name a few, to make it even a little realistic. I'm all for the Dyno idea, I believe it's too early for the chip tuning though. The parts Slither listed and Stage Clutches, Stall Converters,rev limiters,Multiple Spark Ignition boxes,NEED to be introduced BEFORE the chip tuning minigame for this "Sim" to be realistic. Honestly chip tuning is mostly done on Mid to highly modified customs and race cars that are barely streetable,most street/stripTuners like the builds possible currently in game, just swap out pre programed aftermarket chips, I've just done some real world Dyno tuning myself.īefore I dig in, I think you Devs have done a good job so far.įrom a real world view it's too early for the chip tuning minigame, we need more High Performance parts First., real world chip tuning is a lot more in depth than the 2014 minigame.įor a good tune, data from every single part for a build is calculated,from the CFM of the carb(s) PSI of Boost,to Displacement,Exhaust flow,combustion chamber size and shape,are all taken into account and would be a whole game in itself,I Owned and Operated a Successful Custom Automotive Shop for years. It gets a lot more complicated but that is the general gist of Dyno Tuning without getting extremely technical, which I'm not. ![]() Retarding the timing a little can improve emissions but at the expense of power a smooth running. Each engine should have a slightly different ideal timing setting sometimes giving it a little more advance than stock can give it more power at the expense of fuel economy and the engine could run hotter. A perfectly tuned engine would run this ration thoughout the primary power RPM Range. The ideal A/F Ratio for a gasoline engine I believe is 14.7 to 1 air to fuel. It says simulator in the title, why not make it as real as possible? To keep it simple your three gauges would represent Air, Fuel and Timing. Originally posted by stroked03stang:Why not just give us an air/fuel gauge to do our tunng with but also give us engine timing, maybe even go as far as using different fuel injectors, air flow sensors, and things just like real car tuning.
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