Author Topic: Part failure, etc.  (Read 7759 times)

cdoublejj

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Re: Part failure, etc.
« Reply #15 on: July 06, 2015, 09:48:20 pm »
i didn't know time went by when you installed parts in sr1 and 2. in hot rod American street drag you just click on the engine block and suddenly a weeks a gone. idk if hot rod American street drag ever gave estimates before hand. this actually kind of intrigues me. time could be be more of an element in the game. perhaps if the game had difficulty levels maybe things such as time could be MORE important.

I say it and or word it that way because some players just play for the love it of it not so much to beat the king or race the clock but, for players that DO this definitely sounds like something worth considering. i'm not even sure it's been discussed all that much before. at least that i remember in my years hanging around the forums.

Maxaxle

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Re: Part failure, etc.
« Reply #16 on: July 07, 2015, 11:02:56 pm »
i didn't know time went by when you installed parts in sr1 and 2.
I should definitely recheck this; it could just be related to buying/selling parts (time seems to explicitly pass when selling parts) or it could be related to installing parts, I'm not sure.

ST1

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Re: Part failure, etc.
« Reply #17 on: July 08, 2015, 03:48:09 am »
I the motor industry there is standard times for changing parts ie: 5 hours for changing a gearbox if they take longer you dont pay more labour.......

NOW there is a Program called AUTODATA Which gives you all the Times for specific models. http://www.autodata.com.au/

IE: doing a clutch on a Nissan Skyline is 2 Hours , Doing a Clutch on a Porsche Cayman is 6 hours etc.....

This program ha sbeen out for 20 years, dont know how far it goes back tho......

cdoublejj

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Re: Part failure, etc.
« Reply #18 on: July 13, 2015, 01:39:40 am »
I the motor industry there is standard times for changing parts ie: 5 hours for changing a gearbox if they take longer you dont pay more labour.......

NOW there is a Program called AUTODATA Which gives you all the Times for specific models. http://www.autodata.com.au/

IE: doing a clutch on a Nissan Skyline is 2 Hours , Doing a Clutch on a Porsche Cayman is 6 hours etc.....

This program ha sbeen out for 20 years, dont know how far it goes back tho......


some things can be done quicker with enough experience. my dad schooled me pretty good on my nissan. X, Y and Z parts were supposed to be removed to get to to part A but, he showed me how to do it with removing parts X and Y. ones thing that could be added to the time element is depending on experience and or if you have beat the game before or how many cars or engine installs you've done certain tasks and can less time as you "level up" or gain experience.

Maxaxle

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Re: Part failure, etc.
« Reply #19 on: July 13, 2015, 01:30:48 pm »
ones thing that could be added to the time element is depending on experience and or if you have beat the game before or how many cars or engine installs you've done certain tasks and can less time as you "level up" or gain experience.
What if the experience was for one model in particular, and leaked over to similar work on other cars?
Example: I buy a rustbucket of a '75 Camaro and replace the engine. Replacing the engine gives me 100 XP for '75 Camaro engine replacements and 75 XP for engine replacements.

Alternatively, what if the XP gained from one job carries over more or less directly to jobs that are similar, and less so for jobs that aren't similar?
Example: I buy a muscle car with a bad transmission. Replacing the transmission gives me 100 XP for transmission replacements, 75 XP for drivetrain work, and 50 XP for exhaust work and engine replacement?

cdoublejj

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Re: Part failure, etc.
« Reply #20 on: July 13, 2015, 10:51:52 pm »
ones thing that could be added to the time element is depending on experience and or if you have beat the game before or how many cars or engine installs you've done certain tasks and can less time as you "level up" or gain experience.
What if the experience was for one model in particular, and leaked over to similar work on other cars?
Example: I buy a rustbucket of a '75 Camaro and replace the engine. Replacing the engine gives me 100 XP for '75 Camaro engine replacements and 75 XP for engine replacements.

Alternatively, what if the XP gained from one job carries over more or less directly to jobs that are similar, and less so for jobs that aren't similar?
Example: I buy a muscle car with a bad transmission. Replacing the transmission gives me 100 XP for transmission replacements, 75 XP for drivetrain work, and 50 XP for exhaust work and engine replacement?

except the engine a 75 camaro is very common and would spill over to many other models of cars. we could pretty creative with this. if i were to "draw the line" and believe me i suck at drawing. i would do it by make, like FORD, chevy and mopar and split that down to i6 and v8. you do one mopar i6 and you get xp for all mopar i6s and some for xp for chevy and ford i6s. or even simpler just v8 and i6 regardless of brand. for certain years or rather decades things were pretty simple like 40s and 50s cars once you had done a few you pretty much knew 'em all regardless of brand.

fuel line, throttle cable, transmission/bell housing, engine mounts, radiator, alternator and headers.

bit, of blanket statement but, i like to keep in mind there is work in evolved for everything that will implemented in the game. but, anyways this is probably one of the most though provoking threads i've seen in a while.

ST1

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Re: Part failure, etc.
« Reply #21 on: July 15, 2015, 08:05:36 am »
forged pistons and rods for more aggressive tuning? (or forged pistons and rods on standard tuning  for longer engine life. Surely if you add a supercharger and aggressive tuning /fueling. the OEM parts will break(Pistons breaking, ring lands cracking, blowing headgaskets. conrod snapping(Damages valves) Conrod's snap and punch a whole through the block....

cdoublejj

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Re: Part failure, etc.
« Reply #22 on: August 05, 2015, 05:07:49 pm »
forged pistons and rods for more aggressive tuning? (or forged pistons and rods on standard tuning  for longer engine life. Surely if you add a supercharger and aggressive tuning /fueling. the OEM parts will break(Pistons breaking, ring lands cracking, blowing headgaskets. conrod snapping(Damages valves) Conrod's snap and punch a whole through the block....

I don't know there is a limit to how detailed the game can get. Technically Forged just means better metal integrity but, not necessarily. In theory you could modify the stock parts for aggressive tuning , in real life here and still have it hold together depending on how much material is removed. Perhaps we could something where forged parts wear a little less and hold together better at higher RPMs so less chance of blowing the engine or something like that.

Maxaxle

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Re: Part failure, etc.
« Reply #23 on: August 10, 2015, 10:51:09 pm »
Perhaps we could something where forged parts wear a little less and hold together better at higher RPMs so less chance of blowing the engine or something like that.
That actually makes a lot of sense.

ST1

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Re: Part failure, etc.
« Reply #24 on: August 12, 2015, 05:38:14 am »
Perhaps we could something where forged parts wear a little less and hold together better at higher RPMs so less chance of blowing the engine or something like that.
That actually makes a lot of sense.

Forged Pistons and Forged Connecting rods(Conrods) are very common and easy accessible  for most cars.
(There is not really a market for after market Crankshafts..)
What about "Stroker kits"  8)

cdoublejj

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Re: Part failure, etc.
« Reply #25 on: August 18, 2015, 12:01:46 am »
oh but, there was and is just maybe not a large one. i do not believe them too rare to not put in the game. back then strokers were done by getting cranks form other engines and or kits. if i'm not mistaken. I can try and do more research on that.

ST1

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Re: Part failure, etc.
« Reply #26 on: September 22, 2015, 10:04:25 am »
oh but, there was and is just maybe not a large one. i do not believe them too rare to not put in the game. back then strokers were done by getting cranks form other engines and or kits. if i'm not mistaken. I can try and do more research on that.

That is Correct!!!! but then thats one HUGE stroker kit.

I restroked my 1835cc engine to 2090cc with different pistons and rods. With the Different crank i could get 2200cc

The new chev's have a 5.0 to 5.7 stroker kit, theres alot of horse power in there!!!

cdoublejj

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Re: Part failure, etc.
« Reply #27 on: September 25, 2015, 12:44:40 am »
oh but, there was and is just maybe not a large one. i do not believe them too rare to not put in the game. back then strokers were done by getting cranks form other engines and or kits. if i'm not mistaken. I can try and do more research on that.

That is Correct!!!! but then thats one HUGE stroker kit.

I restroked my 1835cc engine to 2090cc with different pistons and rods. With the Different crank i could get 2200cc

The new chev's have a 5.0 to 5.7 stroker kit, theres alot of horse power in there!!!

there was more than 1 stroker kit.. there were many parts and kitS you could get back in the day. more than you can shake a stick at. some folks even made there own stroker kits just like my dad and his friends did in the 70s and 80s.