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번역 관련 문제 보고
https://gtm.steamproxy.vip/app/293760/discussions/0/1728701877456206094/
Ok i got it to work but how do export cars to bmg drive
since the transition has been a bit rough from pre-v3 to openbeta i had to delete my color pallet, however you never know when importing a color can be useful in the future.
so this is a feature request, but couldn't find a suitable place to post it.
so im preemptive say sorry for posting it here. :-D
This game, is a car company tycoon game, not a roller coaster building tycoon game. It implements aspects that an engineer of a car company would have to consider while designing a vehicle, not everything is 100% accurate, but it's a great attempt at it. Never expect a full game when the title includes "Early Access."
I ask because id love to have CVTs, and especially the high torque toroidal cvt (https://auto.howstuffworks.com/cvt3.htm) as seen briefly on F1 cars and in a few production vehicles.
I suppose others might like the quite popular, cheaper and less performant pulley driven ones along with the also more common hydrostatic CVT
I know it's sort of weird but I love CVTs and really wish they were more popular. So efficient and smooth and unlike is commonly thought, they can also be performant.
1. Will caster/toe modification be added (I understand the complexities of implementing this, given that it would likely require significant modification to whatever aspect of the game code governs handling characteristics, but, if feasible, would be great!)
2. What are the values for Spring frequency and damping? Is it measured in N-m, lbs-ft or dynes?
3. Will Air-Air and Air-Water intercoolers return with the FI revamp?
4. What kind of markets would we be seeing in the expanded version of this table? Offroad-sport? Compact-Utility?
5. This is not really a question as just some long-shot requests: different front/rear wheel sizes, being able to move the engine (or at least assign a different value to simulate this) to balance the vehicle better, anti-lag systems for turbos, splitting up damping between fast and slow rebound. How feasible would any of these be?
Honestly, with the exceptions of there being a few markets missing, and suspension tuning options leaving me wanting a little bit more, I am very happy with this game :) Even started playing around with the campaign (finally figured out how to make manufacturing financially viable, thanks for the help a few months back, Killrob!)