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Car Characteristics and Development

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medal 5000
11 years 170 days ago
Would be good to have characteristics for you car i.e traction, cornering, aerodynamics, understeer, oversteer etc like you have with the drivers. As a result developing different areas would effect the car stats i.e increasing development on the front wing would cause more front grip, but results in more oversteer.

Also at the start of each season you can choose a base design direction i.e High Downforce, Balanced, or High Speed each giving you slightly different characteristics for the car, based on the prevous seasons development.
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medal 5000
11 years 170 days ago
All good ideas and some of them may already be in development.  But all idea are welcome as it gives the devs a feel for what is popular and what isn't.
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medal 5000
11 years 170 days ago
"David
Would be good to have characteristics for you car i.e traction, cornering, aerodynamics, understeer, oversteer etc like you have with the drivers. As a result developing different areas would effect the car stats i.e increasing development on the front wing would cause more front grip, but results in more oversteer.

Also at the start of each season you can choose a base design direction i.e High Downforce, Balanced, or High Speed each giving you slightly different characteristics for the car, based on the prevous seasons development.

I like it, especially the base design direction thing which could give you an advantage on a certain track and vice versa.
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medal 5000
11 years 170 days ago
"Nathan

"David
Would be good to have characteristics for you car i.e traction, cornering, aerodynamics, understeer, oversteer etc like you have with the drivers. As a result developing different areas would effect the car stats i.e increasing development on the front wing would cause more front grip, but results in more oversteer.



Also at the start of each season you can choose a base design direction i.e High Downforce, Balanced, or High Speed each giving you slightly different characteristics for the car, based on the prevous seasons development.




I like it, especially the base design direction thing which could give you an advantage on a certain track and vice versa.




I was thinking it could also be tied to the drivers. Once they have done a few races for you, you get to find out their preferences, such as they like oversteer. So you could not only develop a car for certain tracks, but also to suit the driver.
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medal 5000
11 years 170 days ago
i like the idea of it being tied into the drivers, depending on the driver standing 1st, 2nd or equal it will effect the development direction. therefore if you had drivers with different styles there would be positive and negative effects for each of them depending on the design direction
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medal 5000
11 years 170 days ago
that would be great a bit more to do in igp more insight of your team and drivers .
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medal 5000
11 years 169 days ago
Isn't this just about what the long-in-development New Design System is?
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medal 5000
11 years 149 days ago
Linking it to drivers would be good since it will add another variable, as driver training changes their attributes and thus preferences.
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medal 5000
11 years 149 days ago
"Zima
Linking it to drivers would be good since it will add another variable, as driver training changes their attributes and thus preferences.


Agreed.
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