Recent posts by Texas on Kongregate

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Topic: Idle Car Manager / Cooling Limited design strategy (for V8, V12, V16 etc)

Yes, I could say the more practical question, for folks that are looking to BE SUCCESSFUL racing V8, V12, V16 etc, is….

What is the most powerful engine you can build that weighs under 25kg?

This is because I found in the 30s I could build a V8, but it would be around 100-120kg, and that means I need bigger more powerful brakes too, and then the bigger brakes generate more heat, and then the cooling is compromised and I needed more powerful cooling and it was a somewhat frustrating design iteration and I went back to slightly less powerful 6 cyl for a while, and my current SSS 397kph car (which I call “Lotus Elan”, it is 1962) is a 4 cylinder 76hp, engine is 21kg, car is 291kg, and I get 244km range with Alpha tank. Engine generates 60 heat, brakes generate 14.5 heat, and G1.36 tires generate 212 heat, +=286 .5 heat and I have a P576*E.614 cooler so i can absorb 353 heat, actually enough heat budget I will try going back to a 22 kg 90hp V8 as I go up to SSSS.

That and I’m choosing to stay in SSS and keep winning and getting 13 car souls per year until I have enough R&D improvements to make my next race car +50kph faster.

Overall summary point, managing weight and power to weight is more important than maximizing power and trying to build the biggest engine, though may be good for the ego, big heavy engines generally are harder to work with. And though it is a puzzle how my tires are connected to my radiator, I’m generally believing more heat budget should be spent on tires grip than on engine.

 
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Topic: Idle Car Manager / Acceleration Formula?

Well in terms of physics it should be proportional to HP / weight ratio.
And in chat I found someone with a less powerful and heavier car than mine but with higher grip tires and his accel was better than mine, so I presume this is also effectively factoring in Grip.

 
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Topic: Idle Car Manager / Cooling Limited design strategy (for V8, V12, V16 etc)

For a high power V8 or larger, the main design issue will be cooling.

Effective heat absorption of cooling is the power*efficiency, for me currently I have a P576 cooler * 0.612 efficiency = 353 heat capacity

Heat is generated by Tires, Brakes and Engine.

For Tires, maximizing size and grip generates maximum heat, so to leave more cooling for the motor, back off grip and increase points on HeatProduction until heat is under 5. For my tires with 4.5 heat per wheel I name these H18 tires.

Similarly for Brakes, put everything into Power, and then back off power and add points to HeatProduction until heat is under 5. For my brakes with 4.5 heat per wheel I name these H18 brakes.

For each part I design, I include Hxx as part of the name, and for brakes and tires I multiply by 4, so I can take H353 – H18 brake – H18 tire and see I have 317 heat left for engine.

So I can design a V8 engine with about 325-330 heat, and then iterative design improvement will get the heat down to 317 before I can use it.

 
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Topic: Idle Car Manager / Brake Size

And what a high performance brake is supposed to look like, yes it should look bigger as the power is increased…

 
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Topic: Idle Car Manager / Brake Size

First off, from a RL simulation perspective, bigger brakes have more surface area so more stopping power. One of the RL reasons to swap to larger wheel size is so it provides clearance for larger brakes too. Or one of the things that looks Noob / Ricer is to swap on +3 mags but have the little tiny stock brakes visible behind the huge wheels.

but anyway good news is in game, if you study size it doesn’t make the brake smaller, it makes it more efficient braking for its given size.

 
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Topic: Idle Car Manager / Efficient Researching

Actually 2 more tangent points to make here,

1. When I actually build the component such as Tire, I will usually subtract ALL points from other than Grip and add all points to Grip. Similarly for Electronics i may subtract everything and add to Efficiency. These are optimizations for RACING purpose because those key variables affect the Top Speed formula (see INFO / FORMULAS link in game). So in this sense I have also studied some non-essential research areas so I can subtract a few points that were cheap to study and use up excess capital prior to year end accounting. And for CONSUMER version, I may either make alternate consumer component where I didn’t steal Quality out of it, or I may just Design Optimize it 25+ levels which will more than bring back the quality I stole out of it to make it grip better. Currently my Consumer car is like my Race car with the exception of smaller engine and larger fuel tank.

2. NEVER DELETE ALPHA TANK, or be careful in general about deleting old fuel tanks, because guess what, once you research large tank, you can’t build a small one anymore, and there will come the occasion when it is minutes before March and you need to build your race car, and the engine barely doesn’t fit, and you need to make it fit by say adding a smaller fuel tank. So I may have researched and maintained a list of tanks in 5L increments, and when stuff doesn’t fit with minutes to go, I can put together something that will work (and at race time, check the option for multiple pit stops). Maybe also good to keep some spare bodies with different capacity, or do mockup builds to check the fit of your components in December or January just to check if you might need to adjust something else to fit this year’s bigger race engine, especially if you are adding Cylinders or Power what is added to engine is subtracted somewhere else to fit.

 
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Topic: Idle Car Manager / Efficient Researching

What I’m researching, ordered by priority…

Chassis (Weight)
Tires (Size, Grip, Heat, Weight)
Brakes (Power, Size, Weight, Heat, Efficiency)
Engine (Cylinders,Size,Weight, Efficiency, Heat)
Electronics (Efficiency, Weight, Size)
Cooler (Power,Size,Weight,Efficiency)
Tank (Capacity,Size,Weight)
Body (Weight, Capacity)

And in order to avoid end-of-year taxes in the month of december I may put 1 point into everything to spend my profits before the accountants tally my earnings. So I have researched Chassis Size and some other minor nonsense.

So what does Chassis Size mean? In modern unibody cars, the chassis is integral to the body so one might expect that it is consuming space in the body, so less chassis means more luggage space, fuel, bigger engine etc. But back in the 1890s up until the 1970s it was common to build a frame that holds the engine, suspension etc and mount a body on top of it, and this is still the common method for trucks and SUVs, and in that case the chassis is definitely separate from the body and not contained within it but underneath it. So a smaller chassis would then possibly reduce the height and improve handling.

In my fantasy concept, Chassis Size might be the difference between a Highboy roadster and a Lowboy roadster.

Highboy (body on frame):

Lowboy (chopped and channeled so body is lowered to mostly contain/cover frame):

Though this could also just be about studying Looks, but if we’ve dropped it chopped it and channeled it, we’ve lowered the center of gravity and it should perform a little better on the race track, but for the end consumer is mainly a visual difference, and a slightly shorter step up into the drivers seat for minor comfort/convenience.

 
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Topic: Idle Car Manager / Bac0n's Suggestion Box

I agree that research in “real life” produces dramatic breakthroughs such as new materials such as aluminum and alloys, new thin-wall casting techniques, double overhead cams and multivalve cylinder heads, rotary engines, fuel injection, electronic ignition, ECU, variable length intake geometry, variable lift/rate cams, desmodromic valves, rotary valves, electric cooling fans, dual clutch transmissions and too many other little innovations over the years each of which may improve performance or efficiency.

But the way I see it, if you had to list a selection of materials or other specific innovations, then your list might leave out something that is what I am role playing. So I like it more that it is abstract selection of weight, power, efficiency and cylinders and there are enough variables to adjust to meet desired HP within size and weight and heat dissipation capability of your other available components. And that we just need to research Size and Weight to achieve the benefits of using lighter materials.

 
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Topic: Idle Car Manager / Profit

Click BALANCE to see your balance sheet, which will total up Earnings and Expenses.
If Earnings > Expenses then you’ve made a profit and pay some extra fee in proportion to your net profit.
The trick to avoiding this is to buy lots of buildings or do lots of research/design in the month of December so you spend all the money you made and end the year “break even” and pay little or no extra fee.

 
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Topic: Idle Car Manager / Some quick game suggestions

And as I reference Colin Chapman, at the first autocross event I attended as a young child, I saw a Lotus 7, similar to this one…

Top time of day car, acheiving good handling and good lap times and achieving good power to weight ratio by minimizing weight ~400kg while using a fairly average 1600 cc 4 cylinder 90hp in the typical form, though the particular one I saw had a 200hp ported Mazda Rotary in it. So what I mean to say, I’ve seen in real life where little tiny cars with little engines are corvette killers.

Can’t argue that we can make fast go carts. It is just cooler if the engineering model is cool enough that I can choose between an Offenhauser 4cyl turbo with 4 bars of boost vs a Cosworth V8 normally aspirated. I can see how subtracting cylinders and adding boost might add weight, but if I take a 60kg V8, lop off 4 cylinders and add the resulting points into power I get a 200kg 4 cyl that is more powerful than the V8, but now it won’t fit in my Lotus 7 body, so that’s a discard.

I’m choosing to be size limited rather than cooling limited in my current game iteration, as we recognize you like the little car. My consumers love the Traubi…

 
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Topic: Idle Car Manager / Some quick game suggestions

LOL, I was role playing Carroll Shelby / Cobra V8 in my initial game, and in the 1930s had a flathead V8 with about 40HP stock and with lots of design and in a race car just breaking 50hp, and had to derate the power to keep the cooling efficiency close to 100%. To make this V8 semi-usable, I had to design 0 heat brakes and 0 heat tires. I would look forward to being able to fit a larger cooler, or multiple coolers if needed because conceptually, maybe I need a radiator, an oil cooler, an intercooler, and maybe for consumer use an air conditioner, if hypothetically my high cooling race radiator in a production car maybe the extra capacity provides for the AC condensor.

So in my current game, I’m thinking more like Colin Chapman / Lotus, which is the minimize weight in order to maximize the power to weight ratio with a basic 4 cylinder economy motor.

Oh and the other silly thing is if * have 8 cylinders, and delete 4 cylinders and then increase power, the HEAT may be significantly decreased and I can get a 50hp 4 cylinder but the 4 cylinder is now double the size and weight of the V8 I was trying to make work. So I’m presuming that 4cylinder must have a roots-type blower or something really heavy to make it twice as heavy as a nearly equivalent HP V8, and as was already noted, POWER is a “delete” option, as adding POWER adds way more size and weight than can possibly be acceptable.

I think the “real life” rule of engine building that I might find myself quoting occasionally is that the optimal size for a cylinder is around 500-600cc to provide power in a familiar RPM range somewhere in the 2000-5000 rpm typical road use case, so typically you get 2 liter 4s, 3 liter 6s and 4 liter V8s, and us Americans like V8s bigger still but it moves the RPM range down to where they provide a big gut punch off the line though really more appropriate design for a truck to tow a trailer with. Piston Speed provides a design limit, so large cylinder reduces RPM.

 
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Topic: Idle Car Manager / Chassis Size

I was researching Body Size with the expectation that for the Consumer market, I would produce a smaller, lighter, more economical car, and for the Racing purpose, and I’m thinking like Malcolm Cambell Bluebird here, I want to build a really large chassis with capacity for a V12 or V16. I can think of several historic examples to roleplay here, BlueBird is one of my favorites:
http://img.phombo.com/img1/photocombo/5209/cache/prewar-racing-28.jpg_1932_daytona_-_malcolm_campbell_bluebird_2539_mph_display.jpg

But then my actual experience is that larger chassis DOES NOT provide any volume capacity increase. So the only benefit at the moment for researching size is to produce a short wheel base fat bubble car that is slightly lighter, and I can still fit a V8 in the smallest chassis with the largest body that will fit on it.

 
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Topic: Idle Car Manager / Quality Bug

One other observation, I bought Car Showcase x4.
This feature encouraging producing 4 cars at once.
As you’ve described, you have Qualilty Penalties / Lawsuits that appear 10 years later if you do this.
So I would recommend that you Delete the Car Showcase, or clearly label it as a deathtrap that will likely produce lawsuits if you actually want to produce an economy sedan, a luxury sedan, a sports car and a truck all in the same year as many real life manufacturers do.

 
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Topic: Idle Car Manager / Quality Bug

Ok sorry I figured out my real quality problem was worker pay, now that I boost it to Ideal Pay I am producing a Q52 product to more than meet Q46 demand and replacing the Q37 car that was actually selling better and at a higher price but risking lawsuits every other year or so. Had to take points out of fuel capacity, engine efficiency and tire grip to move everything into quality to produce a less desirable, less performant consumer product in order to minimize the risk of lawsuits.

 
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Topic: Idle Car Manager / Future Updates

How about a making Payload Capacity a feature with Sale Value?

Minivans, SUVs, Station wagons and such have some extra value based on their ability to carry stuff around.
Oh yeah and even just to carry passengers. Are we building RC cars, or do we need at least 66kg free capacity to seat an average driver in a race car? And 1 or 2 seat cars are marginal value on the consumer market, if we are trying to simulate reality, I need a family sedan with 6 passenger capacity x 66kg per passenger = 400kg and some extra capacity for my dog, my golf clubs and other random stuff my family needs to carry around, thats why family folks love those SUVs and minivans, and your current sale value formula doesn’t capture this need.

And so from a design perspective, I might have for consumer sale a “minivan”, and then for racing purposes, I can subtract seats to make room for a big engine bay and have a race car that resembles what my average joe consumer is buying. Win on sunday, sell on monday.
http://i2.wp.com/hooniverse.com/wp-content/uploads/2009/12/lil-red.jpg?w=500

 
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Topic: Idle Car Manager / Quality Bug

I appreciate the clarification. I am in the year 1932, I have produced 52 different car models, and I see my quality standard is 46, and my current sale car is Q37. So I’ve put tons of research into Quality, and I’ve designed…
Q48 Chassis
Q55 Tires (no grip, beautiful white walls)
Q59 Brakes
Q50 Engine
Q50 Body
and hoping I can use my normal quality components for the remainder…
Q39 Electric
Q41 Cooler
Q38 Tank

If I do the math (48*5+55*2+59*3+50*6+38*.5+39*2+41+50*6)/28.5 = 44.4 ok so I need to build high quality “feature delete” electronics, cooler and tank aslo to get to 46+, but in game, my quality rating comes up as 33.63. my lowest quality component is my Q38 gas tank, hmmm??? You are really just trying to get me to quit eh? Because I produce too many different cars so you don’t want me to play your game? If it is more profitable to make a new car every few months, and I am interested in funding research needed to be able to produce V8 racing engines by 1930, and from a role playing perspective, my primary interest is in the racing, I’m just producing cars for the consumer to fund my racing efforts. If consumers swoon and buy more if I sell a slightly improved car with a different name, seems like more funding for my racing efforts. I think I’m building Ferraris and expect to get max price for everything I sell.

I’m playing from a Role Playing perspective, my desire is to produce race ready production cars, like Colin Chapman and Carroll Shelby. And I’m finding it disappointing that I can’t sell cars somewhat similar to what I race.

So my other question is, do race cars count also against the quality rating? I build a new race car nearly every year. Also, do “mockups” count, say a car I design just to see if my components will fit or if I need to design a bigger body or lighter engine or mess with braking or cooling to get the 100% ratings? Or if I design a car with 80% braking rating and destroy it before selling it, does that still count as a car that further increases quality demand?

 
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Topic: Idle Car Manager / Driver popularity

How much do drivers weigh? 66kg or so?

I think lighter weight drivers might be more popular.

And if you pick 2 drivers of different size/weight, you need to design a chassis that can be adjusted to accomodate either one.

 
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Topic: Idle Car Manager / Bugs

Are we building RC cars (no passengers), or should our car have room for a driver and one or more passengers perhaps 66kg or so each?
I think my current design dynamic looks like this bubble car that is all engine….
http://www.stanceiseverything.com/wp-content/uploads/2011/05/Isettavi-vi.jpg

From a market value perspective, the “payload capacity”, the unused space and unused weight capacity have Sale Value, and trucks, minivans, station wagons etc gain popularity by having extra space for dogs, sports equipment, a few cases of moonshine or whatever is worthy of transporting.

Cooling radiator effectiveness, the cooling power of the radiator is proportional to the size and exposed surface area of the radiator. Increasing the size of the radiator should increase cooling power but I verified it does not. And I am in 1930 trying to Race S league with V8, from role play perspective I want to follow footsteps of Henry Ford and Carroll Shelby, and currently I am derating my V8s so that I can operate within P399 E52 Cooling. In real life, I would solve this by just building a bigger radiator.

Large chassis / body effectiveness, if I want to build a bigger engine, bigger radiator etc, I would expect that building a larger chassis and larger body would START WITH larger capacity and have HIGHER maximum capacity but it DOES NOT. My current tech limits me to about 190K cc body whether it is short or long wheelbase, where in real life I might build a long wheelbase car because I plan on fitting a straight 8 or V12.

I think your Sale Value calculations assume that everyone likes single cylinder cycle cars with low speed and tremendous fuel efficiency. Possibly the current eco terrorist tree hugger feminazi favoritism for fuel efficiency do not reflect our complete history. So I have produced the same car with a single cylinder engine and a 4 cylinder engine that is more costly, and then the MAX Price for the 4 cylinder is actually less and as well it is less popular. I would expect possibly there are fewer customers interested in the higher power car, but I should be able to charge a higher price for it for those few discerning customers that desire the specialized product that I am producing.

 
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Topic: Kongregate Multiplayer Games / [Vorp!] Best Solo Time by ship type

The award for winning is a Red Solo Cup!

https://www.youtube.com/watch?v=BKZqGJONH68

 
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Topic: Kongregate Multiplayer Games / [Vorp!] Let's Nerf Craw Some

Lucky you! On 9/7 Craw will be nerfed.

 
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Topic: Kongregate Multiplayer Games / [Vorp!] shutting down

And I was so looking forward to becoming a master of the “Cow King”.

Thank you to devs for keeping it running as long as you’ve managed to, long enough to kill almost everyone who told me I’m worthless nub at least once, and getting over 1300 rating, perhaps I will reach 1337 and take a picture and call it quits.

 
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Topic: Kongregate Multiplayer Games / [Vorp!] Best Solo Time by ship type

Theres enough time now with not enough players I’m back to doing solo drills. A new angle on the challenge, how fast can you solo the base in A SINGLE TRIP (i.e. never returning to depot, so no level gains from vorp, only from killing drones turrets and batts).

With Clank I can do 6:44, starting off backdooring the back emitter as taking out flame turrets is easy with a level 1 ship and by the time I take out the back emitter and a few waves of drones I am level 3 and can use the usual wall + gruba technique to take out batteries, and level gift of vorp when it becomes available, and take out the front emitter last, if I killed enough enemy drones then my drones may have already taken out the front wall and started on the front emitter flame turrets. I’m using DH + Energy loadouts and mostly regen tech.

 
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Topic: Kongregate Multiplayer Games / [Vorp!] Manners

ttt

I have another thought to add on gentlemenly manners. Among other things I play church league softball, and when we’re up by 6 or 8 points, we’re hitting all singles. We’re trying to avoid a “mercy game” where the other team is forced to quit when they are 15 points behind.

In Vorp! we know we have games where one team gains a tremendous advantage at the start, outlevelling their opponents, getting the front emitter first while the other team hasn’t begun to take the first front turret. In such circumstances, using 2v1 or 3v1 teaming tactics while uberlevelled sort of adds insult to injury, particularly when ganging up on the new players, in games that have bots or leavers, or where lobby jumping has given unbalanced teams.

So in summary, “Surrender Games” aren’t that much fun whether you are on the winning side or losing side, and everyone scores more B! if you can adjust the game intensity to keep the game going and try and avoid the early surrender. When we have so few players, and a game is upsettingly uneven, it is likely you have a <5 minute surrender game, and then a bunch of folks quit and then no more games for hours.

 
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Topic: Kongregate Multiplayer Games / [Vorp!] Need features

At the moment, I’d be happy if it would just stay up and run without the -1000 errors.

 
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Topic: Kongregate Multiplayer Games / [Vorp!] Poll: Who's been getting a (:-1000) Server Connection Error since 6/17?

I clicked that “Game Bug” link and uploaded a screen capture in case anyone is actually still monitoring it.

Hopefully we didn’t run the server into the ground yet and Reboot / Restart / Retry will work eventually.