StreetRod 3 forums

Street Rod 3 => Street Rod 3 Discussion => Topic started by: Maxaxle on January 26, 2014, 11:53:49 am

Title: Part failure, etc.
Post by: Maxaxle on January 26, 2014, 11:53:49 am
1. What should happen when...
a. an engine part fails?
b. a transmission fails?
c. a drivetrain part fails?
d. the brakes fail?
e. the electrical system fails?
2. What warnings or hints should be given? Maybe the car just doesn't sound right if a part is in bad condition?
Title: Re: Part failure, etc.
Post by: cdoublejj on January 26, 2014, 12:59:56 pm
e. is out
c. might be out not sure

the rest should definitely be in the game.

e. actually looking at 2 e might be in the game we deal with ignition system parts.

2. might happen. in SR 1 and 2 you get called an idiot for trying to install a bad part or tryign to go racing with not every part installed.

in games like SR 1 and 2 you sometime had to replace most of the engine or the entire transmission.

Perhaps this time around certain engine parts can be salvaged and the transmission sent to a/the transmission shop?

All really good questions, i'm just answering off the top of my head with out any real thought.
Title: Re: Part failure, etc.
Post by: Maxaxle on January 26, 2014, 01:40:34 pm
As for that last bit: maybe there would be a system to attempt repairs; with no money, you could bend things back into shape, grind them down, and try to patch things up. With some money, you could weld, solder, and add scrap metal. With a lot of money, you could get really nice metal and some excellent welding equipment in addition to using some tools in a machine shop.
Title: Re: Part failure, etc.
Post by: cdoublejj on January 26, 2014, 01:59:24 pm
GHG had something like that. I think that's a very valid and plausible idea. i know growing up we have always reused air filters after blowing them out and cleaned up and reused old spark plugs.

I think that is an idea worth putting in if possible or at the very least considering putting in. I know that GHG had that but, you could repair things with money and not with out money so i don't see why that shouldn't be in the games as their car parts that can be fixed for free. maybe not like NEW fixed but, usable again.
Title: Re: Part failure, etc.
Post by: TSJ on July 15, 2014, 03:55:25 am
Since we will not have damage models, then perhaps we need some way of showing wear and tear using textures, kinda like in GHG... A damaged car part (engone part, body part etc..)  could have various textures... like

new (no rust)
worn (slight rust)
very worn (rust)
worn/damaged beyond repair (all rust)

Title: Re: Part failure, etc.
Post by: cdoublejj on July 18, 2014, 06:55:00 am
Since we will not have damage models, then perhaps we need some way of showing wear and tear using textures, kinda like in GHG... A damaged car part (engone part, body part etc..)  could have various textures... like

new (no rust)
worn (slight rust)
very worn (rust)
worn/damaged beyond repair (all rust)

Sounds reasonable. Don't forget SR1 and 2 had damage and wear and you could inspect the parts and if you were smart you did so that it didn't fail in a race.
Title: Re: Part failure, etc.
Post by: Maxaxle on July 18, 2014, 08:24:18 pm
Since we will not have damage models, then perhaps we need some way of showing wear and tear using textures, kinda like in GHG... A damaged car part (engone part, body part etc..)  could have various textures... like

new (no rust)
worn (slight rust)
very worn (rust)
worn/damaged beyond repair (all rust)

Sounds reasonable. Don't forget SR1 and 2 had damage and wear and you could inspect the parts and if you were smart you did so that it didn't fail in a race.
Heh, I've dropped my fair share of transmissions in SR1.
Title: Re: Part failure, etc.
Post by: cdoublejj on July 20, 2014, 09:56:02 am
though why rust? wouldn't that make more sense for body panels? the old SR3 Alpha did the 'ol GHG for worn parts with the green,yellow,rad, dark color scheme for parts. ...Well it makes sense for junk yard parts i guess. I would maybe guess some kind of inbetween that uses both ideas together?
Title: Re: Part failure, etc.
Post by: Maxaxle on July 24, 2014, 07:56:30 pm
Rust crops up fairly easily wherever it snows or rains a lot, and the effect is compounded if the roads are being salted. Additionally, if a manufacturer was careless about rust-proofing, a body panel or even a piece of a car's chassis can fall out.
Title: Re: Part failure, etc.
Post by: cdoublejj on July 30, 2014, 01:02:48 pm
That's probably too far. Cars didn't just fall apart back then and they don't today. I live in such a place and people just take there cars to the car wash once a week or more ti clean out the salt.
Title: Re: Part failure, etc.
Post by: Maxaxle on August 02, 2014, 12:14:22 pm
Yeah, but that's if you actually take care of the car. If you've ever played Far Cry 2, you'll know that a well-maintained piece of crap can and will outclass an amazing gun on its way down; in Street Rod 3, I was thinking that we could have a similar deal, i.e. "keep your car clean and maintained and it'll last forever, but if you ignore serious problems it might just crap out".
Title: Re: Part failure, etc.
Post by: cdoublejj on August 02, 2014, 10:02:37 pm
This is 1972 half the cars won't be any older than years old. Yes there is merit to what you say! Especially for the older hot rods and early muscle cars.
Title: Re: Part failure, etc.
Post by: ST1 on July 02, 2015, 08:15:51 am
Launching a car hard defiantly puts alot of strain on the drive train.
Remember wheel spin relieves alot of stress of the gearbox. If the car gets to much traction that's when things start breaking.. RED Lining a car unnecessary also diminishes engine life dramatically.

There should be a option to "Send you parts away for reconditioning" cos its cheaper but then you loose days unless you have loads of cash to just buy spare parts all the time....

Over-tuneing your car (running too lean should also negatively impact engine life, maybe you can add a option for a AIR FUEL RATIO gauge.

Will Octane boosters be allowed? mixing your own Toluene/xylene/methanol etc....( will allow you to tune the car alot more aggressively
Title: Re: Part failure, etc.
Post by: cdoublejj on July 03, 2015, 10:18:27 pm
Launching a car hard defiantly puts alot of strain on the drive train.
Remember wheel spin relieves alot of stress of the gearbox. If the car gets to much traction that's when things start breaking.. RED Lining a car unnecessary also diminishes engine life dramatically.

There should be a option to "Send you parts away for reconditioning" cos its cheaper but then you loose days unless you have loads of cash to just buy spare parts all the time....

Over-tuneing your car (running too lean should also negatively impact engine life, maybe you can add a option for a AIR FUEL RATIO gauge.

Will Octane boosters be allowed? mixing your own Toluene/xylene/methanol etc....( will allow you to tune the car alot more aggressively

Gear Head Garage let you recondition parts. as far as i know it was always planned for sr3. Hot Rod American street drag took it a step further and certain part installs took more time out of your calendar. perhaps having it take time to have parts reconditioned might be an idea worth considering?
Title: Re: Part failure, etc.
Post by: Maxaxle on July 04, 2015, 05:20:56 pm
Hot Rod American street drag took it a step further and certain part installs took more time out of your calendar. perhaps having it take time to have parts reconditioned might be an idea worth considering?
If we have that feature, I'd like estimates and such. I know I always seemed to loose time in SR1 and SR2 whenever I installed parts.
Title: Re: Part failure, etc.
Post by: cdoublejj 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.
Title: Re: Part failure, etc.
Post by: Maxaxle 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.
Title: Re: Part failure, etc.
Post by: ST1 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/ (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......
Title: Re: Part failure, etc.
Post by: cdoublejj 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. [url]http://www.autodata.com.au/[/url] ([url]http://www.autodata.com.au/[/url])

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.
Title: Re: Part failure, etc.
Post by: Maxaxle 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?
Title: Re: Part failure, etc.
Post by: cdoublejj 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.
Title: Re: Part failure, etc.
Post by: ST1 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....
Title: Re: Part failure, etc.
Post by: cdoublejj 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.
Title: Re: Part failure, etc.
Post by: Maxaxle 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.
Title: Re: Part failure, etc.
Post by: ST1 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)
Title: Re: Part failure, etc.
Post by: cdoublejj 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.
Title: Re: Part failure, etc.
Post by: ST1 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!!!
Title: Re: Part failure, etc.
Post by: cdoublejj 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.