ios-personmd-notifications md-help-circle

Profile

  • Guest
    medal 0
  • Posts: 21
  • Post Likes: 3765

Notifications

  • No Unread Notifications

Solved
engine manufacturing

ios-checkmark-circle
This thread is closed because it is solved.
angle-double-left ios-arrow-back 1 ios-arrow-forward angle-double-right
md-lock This topic has been closed by the moderator
medal 5683
1 year 102 days ago
is it worth paying 100m to manufacture my own engine, heard mixed opinions and that your stuck with it forever so would like to know before doing it whether it is worth it thanks
md-quotelink
medal 5015
1 year 101 days ago
In short- "yes, but......"

A custom engine, when fully developed, is significantly better than a normal engine and owning your own allows you to fine-tune the strength to any track or car you need.

However, until it is at a high enough level (requiring significant time and/or tokens) it will be weaker than a regular supplier (such as Murk or Tifosi).

Of course, you can just become a customer to another's engine, saving you the money and time to develop your own in exchange for not having overall control over the attributes improved.

Most players with more than one account will use one account to supply the other(s), allowing them to maintain a competitive account while upgrading the engine in a weaker league, then gaining it's performance boost on both when developed adequately.

If you want a guide on engine manufacturing, I recommend this helpful guide by Super Mod Kevin Bissell

To fully max a Level 24 engine immediately will require 552 engine points (570 tokens, including to buy the engine)
You receive 1 engine point per race automatically.
On mobile you can watch up to 5 adverts per day for engine points, giving you 6EP / day = 92 days (93 including season breaks) to max a level 24 engine for free. Of course, using F2P tokens this can be accelerated as much as you like.
md-quotelink
medal 5683
1 year 101 days ago

Rhys
In short- "yes, but......"

A custom engine, when fully developed, is significantly better than a normal engine and owning your own allows you to fine-tune the strength to any track or car you need.

However, until it is at a high enough level (requiring significant time and/or tokens) it will be weaker than a regular supplier (such as Murk or Tifosi).

Of course, you can just become a customer to another's engine, saving you the money and time to develop your own in exchange for not having overall control over the attributes improved.

Most players with more than one account will use one account to supply the other(s), allowing them to maintain a competitive account while upgrading the engine in a weaker league, then gaining it's performance boost on both when developed adequately.

If you want a guide on engine manufacturing, I recommend this helpful guide by Super Mod Kevin Bissell

To fully max a Level 24 engine immediately will require 552 engine points (570 tokens, including to buy the engine)
You receive 1 engine point per race automatically.
On mobile you can watch up to 5 adverts per day for engine points, giving you 6EP / day = 92 days (93 including season breaks) to max a level 24 engine for free. Of course, using F2P tokens this can be accelerated as much as you like.


so how much slower would i be now if i made an engine on this account cause im not really bothered using another account so am i better off just sticking with normal ones like tifosi or would it be worth long term making my own now
md-quotelink
medal 5015
1 year 101 days ago
You would give up (Level 1 Acceleration-based engine Vs Murk):
-9 DP in acceleration
-1 DP in braking
For
6 DP in FE
Obviously this will make you slower, -4 DP overall and those you lose are in stronger areas.

However, just a level 13 engine (available for the second race at a track, just adding the free 6 EP each time) breaks roughly even:
+3 DP in Acc
-7 DP in Bra
+6 DP in FE
So for your 2nd race at any specific track, without spending a single token, you won't be at a disadvantage any more.

By a level 19 engine (3rd race at a track assuming you put the full 6EP in per race) you will be at an advantage:
+9 DP in Acc
-10 DP in Bra
+6 DP in FE

Remember that Acceleration is the most important car design stat, with braking holding moderate importance and FE's importance reducing as it's value increases.
It must be said, however, that unless you are fighting for a title you won't hugely notice anything less than ±10 DP difference.
md-quotelink
medal 5683
1 year 101 days ago
Rhys
You would give up (Level 1 Acceleration-based engine Vs Murk):
-9 DP in acceleration
-1 DP in braking
For
6 DP in FE
Obviously this will make you slower, -4 DP overall and those you lose are in stronger areas.

However, just a level 13 engine (available for the second race at a track, just adding the free 6 EP each time) breaks roughly even:
+3 DP in Acc
-7 DP in Bra
+6 DP in FE
So for your 2nd race at any specific track, without spending a single token, you won't be at a disadvantage any more.

By a level 19 engine (3rd race at a track assuming you put the full 6EP in per race) you will be at an advantage:
+9 DP in Acc
-10 DP in Bra
+6 DP in FE

Remember that Acceleration is the most important car design stat, with braking holding moderate importance and FE's importance reducing as it's value increases.
It must be said, however, that unless you are fighting for a title you won't hugely notice anything less than ±10 DP difference.



yeah i kinda will be fighting for title next few seasons as i even won my first elite one tonight but last question what tracks would i be better adding more FE or whatever to or am i better off just going more acceleration for every track
md-quotelink
medal 5015
1 year 101 days ago
You can adapt the engine for free at any time, so if (say) China had +10 Acc / -5 Bra you could easily turn it into +10 FE / -5 TE.

FE required depends on format, for RF racing around 20-30 will do you for the season with no need to upgrade. In NRF you will want at least 60, possibly up to 100.

Acceleration is such a valuable stat as it improves performance greatly at every single track, it may be second best to handling or braking but never any worse than that. Adding it is always a good call if you don't know a stat that is better on a specific track.

Obviously, you won't get information on what stats are best for each track off strangers on the forum, but from a tracks characteristics you can usually infer relatively well (long straights = Acc, or lots of medium-slow corners = Han, etc.)
md-quotelink
md-lock This topic has been closed by the moderator
angle-double-left ios-arrow-back 1 ios-arrow-forward angle-double-right

You must be logged in to post a reply.