Automation - The Car Company Tycoon Game

Automation - The Car Company Tycoon Game

stronger internals
We need internals that can handle more torque. When building a 15L engine, 1200 ft-lbs max is too low of a number realistically speaking. And it would be cool to be able to build a top fuel style engine. diesels would be a cool addition too
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Showing 1-15 of 15 comments
Who is "we"? Do you mean "you"? The game is about post WW2 production vehicles. Which ones exactly came out with a 15 litre engine in that time frame for sale? "We" don't need them - sorry "I" don't need it :steammocking:
Slim Jim 24 May @ 4:59am 
Stronger internals do not exist. Top Fuel engines consume themselves after every 1000-foot run. In the context of Automation, that means 0 reliability and broken parts. Best you can do in Automation is make some Pro Stock (1,300-1,500hp), Pro Mod (2,500-4,000hp), or Top Alcohol (3,500-4,000hp) type stuff. As in real life, they do not need to be rebuilt after every run, so in the context of Automation you can make them reliable enough to run continuously in the game.

+15 quality is your friend when building any extreme engine since they're not designed for series production.
This is getting improved in Al-Rilma, in that the penalties for exceeding the stated torque limit are much softer. You do take a reliability hit, but you can push it quite far and still have a functional engine. If you quality spam it enough, you can possibly get close to top fuel levels of power, I think people had made 8000hp engines. That said, you can't make the rest of things that make a top fuel dragster work, meaning you'll have a hard time transferring all that power to the road.
I hope this does get added, i wish they also added more grip to every tire in this game, i make any car without racing slicks with more than 300 hp and it feels like they're constantly driving on ice, but a prepped drag strip makes them feel like normal grip.... is this error on their part or did they thought that this ammount of minimal grip is enough???
heres an example: the bugatti veyron makes 1001 hp with their W16 quad turbo, my V16 with twin turbo that makes 861 and weighs a lil bit less than a chiron spins out 24/7 on the road with SEMI SLICKS THE SIZE OF A DRAG CAR'S WDITH.
i cant stress enough with this, the grip sucks.
Slim Jim 24 May @ 9:54pm 
Originally posted by Ghovarus86:
I hope this does get added, i wish they also added more grip to every tire in this game, i make any car without racing slicks with more than 300 hp and it feels like they're constantly driving on ice, but a prepped drag strip makes them feel like normal grip.... is this error on their part or did they thought that this ammount of minimal grip is enough???
heres an example: the bugatti veyron makes 1001 hp with their W16 quad turbo, my V16 with twin turbo that makes 861 and weighs a lil bit less than a chiron spins out 24/7 on the road with SEMI SLICKS THE SIZE OF A DRAG CAR'S WDITH.
i cant stress enough with this, the grip sucks.

Try this and let me know if the grip "sucks". I made it in the Al-Rilma Open Alpha. Just pop it directly into the BeamNG -> Mods -> Unpacked folder and test it out.

https://drive.google.com/file/d/1s2HeTbNORPgV5i0g1YAkCAFr-OAgBaEY/view?usp=sharing
Let's see, 15L... So perhaps a Cummins ISX or a Caterpillar C15. Since the game is not designed to feature big rigs, I don't see this changing. (Cool as that would be I accept the decision the devs have made on the subject)
Originally posted by El Rushbo:
Let's see, 15L... So perhaps a Cummins ISX or a Caterpillar C15. Since the game is not designed to feature big rigs, I don't see this changing. (Cool as that would be I accept the decision the devs have made on the subject)
He said jehovah diesel... :steammocking:
Last edited by MirkoC407; 25 May @ 4:49pm
Originally posted by MirkoC407:
Originally posted by El Rushbo:
Let's see, 15L... So perhaps a Cummins ISX or a Caterpillar C15. Since the game is not designed to feature big rigs, I don't see this changing. (Cool as that would be I accept the decision the devs have made on the subject)
He said jehovah diesel... :steammocking:

"Stop! Stop, will you?! Stop that! Stop it! Now, look! No one is to stone anyone until I blow this whistle! Do you understand?! Even, and I want to make this absolutely clear, even if they do say 'diesel'. "
Originally posted by MirkoC407:
Originally posted by El Rushbo:
Let's see, 15L... So perhaps a Cummins ISX or a Caterpillar C15. Since the game is not designed to feature big rigs, I don't see this changing. (Cool as that would be I accept the decision the devs have made on the subject)
He said jehovah diesel... :steammocking:
Technically I never said diesel, just mentioned two diesel engines.
DerpyAngel 26 May @ 12:56pm 
Just to put my 2 cents in on the topic, in general it does feel like the internals are just weak across the board regardless of displacement. I feel like at a minimum all the internals should be about 10-20% stronger than they are currently. Like the light cast and light forged stuff needs the biggest buff because in my experiences they really only work well in short-stroke N/A applications without too much hassle but anything that makes torque like an undersquare or large displacement or boosted applications and they might as well be paper mache while the normal and heavy duty versions only really need a small buff to torque capacity and even to rev limits to some extent (at least for the forged/billet heavy parts, the cast heavy could still do with a rev limit buff too but to a lesser extent).
MirkoC407 27 May @ 10:01am 
Congratulations - you just found out, why real torque delivering engines are not light builds. These parts are actually meant for horsepower / high rev engines. Not for torque monsters.
rapril39 21 Jul @ 11:58pm 
To the person who said semi slicks don't get grip on a road but do on a dragstrip, ITS BECAUSE semi slicks are (slicks)
Slim Jim 22 Jul @ 7:20am 
Originally posted by rapril39:
To the person who said semi slicks don't get grip on a road but do on a dragstrip, ITS BECAUSE semi slicks are (slicks)

No, it's because the drag strips in BeamNG have a higher coefficient of friction to simulate the use of traction compounds and rubber buildup. It doesn't matter the tire type, they all have more grip compared to a normal road surface.

My real life car on stock 500-treadwear all-season performance radial tires is severely traction limited on the street, but at Carolina Dragway has no traction issues at all.
Nyx 27 Jul @ 7:22pm 
Originally posted by rapril39:
To the person who said semi slicks don't get grip on a road but do on a dragstrip, ITS BECAUSE semi slicks are (slicks)
They are called slicks because they are slick they have no tread, which is great for gripping literally any type of pavement road or track, unless it is wet then they are ♥♥♥♥♥♥♥. It is not because they are bad at gripping roads, they are better than any street tire they just suck ass if there is literally any water or other liquid on that pavement.
Slicks are also, nearly always, softer or much softer than ordinary road tires.
The slicks they used to have in Rally Cross were so soft you could push your nail into the rubber and leave a good mark.
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