GearCity

GearCity

HistoFreak Mod
38 Comments
ivarrboneless 1 Oct, 2024 @ 10:38am 
@stevo will there be any updates on this mod?
ivarrboneless 13 Jun, 2024 @ 12:45am 
ok ill move my thing to a thread on forum
Eric.B  [developer] 12 Jun, 2024 @ 3:54pm 
@ivarrboneless, be sure you have the proper mod selected. You may want to make a thread on the forums since this has nothing to do with stevo's mod, and I'm sure he doesn't like being dinged every time you have a question.
ivarrboneless 12 Jun, 2024 @ 6:47am 
still no edits applying
ivarrboneless 12 Jun, 2024 @ 6:43am 
maybe it might be just a skill issue from me (maybe i havent properly applied the things in video setting editor
ivarrboneless 12 Jun, 2024 @ 12:33am 
i edit the files included in the mod
Eric.B  [developer] 11 Jun, 2024 @ 4:29pm 
@ivarrboneless, Are you editing the files included in this mod, making your own mod, or editing the core game files?

If this mod overrides the base game's component files, you need to edit the files included with the mod. If you do not have this mod enabled, you should make a new thread on the forums and I will link the mod making videos.

If you're modding the base files with the game, you need to disable this mod to use them.
ivarrboneless 11 Jun, 2024 @ 8:33am 
each time i edited values i made a new save and deleted old one (started in 1900 because if the bog standard early 2 stroke applies, the others apply too)
ivarrboneless 11 Jun, 2024 @ 8:31am 
yes i made a new save game and deleted the old ones @Eric.B
Eric.B  [developer] 10 Jun, 2024 @ 1:11pm 
@ivarrboneless, did you start a new save game?
ivarrboneless 10 Jun, 2024 @ 12:09pm 
i edited some values of your components (2 stroke valves i edited & carriage frame) but even though they save in the mod menu, they don't apply to the game - what am i doing wrong?
ivarrboneless 3 Jun, 2024 @ 11:51am 
thanks :D
btw is the component editor stuff 4a)i)C ?
Eric.B  [developer] 3 Apr, 2024 @ 8:24am 
ivarrboneless 3 Apr, 2024 @ 7:32am 
@Eric.B
ivarrboneless 3 Apr, 2024 @ 2:30am 
how do i edit value of engine parts? or chassis?
Eric.B  [developer] 2 Aug, 2022 @ 9:08pm 
@saintrustyrod: https://www.youtube.com/watch?v=jDkwARvmdHs

Sorry for the poor video quality.
saintrustyrod 2 Aug, 2022 @ 6:41am 
Got the download done, what do I need to do to get it to work?
Kable 26 Jan, 2022 @ 1:23pm 
Big fan of this mod! Are there any plans on making changes to coincide with the full release of the game?
stevo  [author] 18 Dec, 2021 @ 1:39pm 
In the mod editor there is a separate table with component popularities, it is fully editable
Xalpen 11 Dec, 2021 @ 3:37am 
Thanks for answer. Would you mind sharing what value to change and where? ;)
stevo  [author] 8 Dec, 2021 @ 2:38pm 
@Xalpen - yes, it can be changed. easily.

In real life, multicarb setups were only popular in the 50s and 60s and only in performance vehicles - it is reflected in the game. Before WWII they were quite rare and after the oil crisis they disappeared completely in favour of fuel injection systems. This is exactly what I modded in. Of course, the market situation can influence popularities of different components in your particular game.
Xalpen 30 Nov, 2021 @ 10:01am 
Hi! I really like your work, but i have small question about fuel tab.
I like variety in choosing carbs etc, but i dont think carb vs multicarb gasoline should have so much popularity diffrence. Are you planning anything with it? Can it be changed easily by begginer in modding in Gear City?
stevo  [author] 2 Jun, 2021 @ 3:18pm 
@The Original Nickhead - You are right, the modern auto-transmissions should be introduced in the XXI century. I will think about it, definitely, byt I have very little time for modding right now. Anyway, I appreciate your comment, you've made a good point.
The Original Nickhead 26 May, 2021 @ 12:50am 
@Eric.B that is excellent news! It would also be fantastic, if the rate of stat improvement would be affected by how often a player develops that type of component and how much money they are throwing at racing series, with focus on development.

Needless to say, I have ideas and suggestions :D
Eric.B  [developer] 25 May, 2021 @ 8:27pm 
@The Original Nickhead, I have a few feature bounties planned that will allow sub-component stats to change over time. So things like Turbos and Electrics can reduced to one entry that improves from poorly to great over the course of the game.

Hopefully modders will take advantage of it, if those bounties are funded. :)
The Original Nickhead 25 May, 2021 @ 4:24pm 
I have been really enjoying this mod. Truly good work!

However, I do have one small, yet significant comment.

I just cannot wrap my mind around the fact that CVT, automatic and semi-automatic perform worse than the gearboxes that have been introduced at the end of the 19th century and early 20th century, and that in mid 70s the only feasible option for high-performance gearbox is a manual gearbox - basically the only type of gearbox I use in my cars from the moment it is introduced for now.

All in all, this mod does spoil us with options, when it comes to getting down and dirty designing cars, which can be overwhelming at times. I'd rate the mod with a 4.8/5, if the gearboxes didn't feel so off-balance, or if they actually improved over time (so far I restarted my games in the late 70s, but I'm sticking with the current game).

So, with all things considered, I'd have to go with a 3.5/5 - the gearboxes are really grinding my gears, sorry :D
Color Film Archives 7 Dec, 2020 @ 8:25pm 
Still really liking it
Nobody686 18 Mar, 2020 @ 2:13am 
I love the idea of this mod and the efford to make so many extra parts. I've only played the first couple of years, but given the goal was historically accurate parts, I'm surprised the first engine is the T-head. After all the T-head is basically a dual cam variant of the L-head, sometimes with 4 valves per cylinder. Looking into the component file the engine stuff seems to be a bit unfinished? But maybe that's because I tried modding the engines in various ways and always ran into limitation I could not overcome.

Hats off to your perseverance.
Papparizza 1 Nov, 2019 @ 12:55pm 
True that. Although many of the claims seems to be quite real if you can trust the scientist who owns the original bourke engine.
stevo  [author] 31 Oct, 2019 @ 3:29pm 
@Paparizza: No, because it played no role in the automotive history. This was only a theoretical proposal that was never adopted by anyone in practice and even scholars argue, that the inventor's claims were completely unrealistic (and also contradictory to some extent).
Papparizza 28 Oct, 2019 @ 1:37pm 
Does the Bourke engine exist in this mod?
Usagi 8 Sep, 2019 @ 12:27pm 
I'm glad to see this was updated. I haven't had a chance to start a proper game yet, but just looking at the new options has me excited.

Great work. :D
Soul Binder 2 Feb, 2019 @ 4:25pm 
Agree with MisterLund would love to get a copy of your work @Zereda
MisterLund 2 Feb, 2019 @ 3:33pm 
zereda, arent u putting urs up for download then, sounds extensive
Lonely Hearts Club 17 Jan, 2019 @ 6:53am 
Hey could you create a moped's(or similar motor bikes if game engine supports) or Semi's as future car types? Moped's would be affordable alternative for a car especially in poorer countries(Japan, Eastern Europe) especially ones whit poor road network.
Zereda 2 Nov, 2018 @ 9:54am 
Really love the rework of the components list. decided to scrap my own, and add a few of my own to your's, Ive added 15 new car types currently, with new basic images for now, will be adding to pix later but for now they look pretty solid. Also added bicycle sprocket, some gear's for semi's and bicycles, will be working on images to go along with your components list in the following weeks.

I'm currently working on adding 65 new cities to the map for base city at this moment, adding over 300 million people in 1900 alone. I have finnished a racing series of all real world racing events (for ones that have dates on wiki anyway) and I included most of the originals if they had realistic names, made them nicely seperate for ease or removal if people do not want them included. this brings my list just shy of 500 racing series with every one of the new series customized with very strict restrictions.. originals left alone was enough work as is lol
Zereda 2 Nov, 2018 @ 9:53am 
in my mod build, i downloaded all mods available on steam for player logo's and compiled them into one large list. I also included RealAi's 2 editions to AI player options and kept original AI's.
All 3 AI choices have the option to VS. 5, 6, 7, 8, 9, 10, 15, 20, 25, 50, or all of the AI's and 100, 125, 150, 175, 200, 250, 300 for Original AI's as the real AI's list onlt goe's to 71... (I may change that if i get bored), yes the list is long but you can litterally play any option you like.
Zereda 2 Nov, 2018 @ 9:52am 
Lastly i have also completed a complete rework of the contract list and the noun name list.

Things i would like to do:

Add more to the predesigned cars list
Add my own music (prob won't add that to any sort of release though)

Add some new Body mesh's for:
-boat's
-planes
-militarized vehicles
-bikes and bicycles
-new trucks for Flatdeck,towtruck, semi trucks, heavy rescue, and light rescue.
-new race car's including diff era's of indy nascar, and formula racing
-Rockets, solid, fuel, ion, nuclear fusion. nuclear fission.

Add new components for making all that run.
Add new contracts for these new components (they would just be under vehicles)
Add/Write a few more city HTML's to be able to play past 2020 :)