GearCity

GearCity

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Nef Mar 15, 2018 @ 1:24pm
Max torque with engine vs. gearbox
So still messing around in 1900 with a lvl 1 all round company just to see if I can build anything (currently nothing ever has an accel. stat so I presume to crap to every be considered to buy?).

Noticed that it's a lot easier to get a high max tourque in transmissions than engines, I presume these are a 1:1 stat so I can cut back on specs to the lower bound of the two?
Originally posted by Eric.B:
Originally posted by Evil Dr Foetus:
So still messing around in 1900 with a lvl 1 all round company just to see if I can build anything (currently nothing ever has an accel. stat so I presume to crap to every be considered to buy?).
You're referring to 0-60 specs for the accelleration? You're very unlikely to hit this number in those years without creating a racing car. General top speed of cars in 1900 is around 10-15mph. In the real world, the top speed record was 65.79mph in 1900. So you would have to make essentually the fastest car in the world to get a rating in that spec.


Noticed that it's a lot easier to get a high max tourque in transmissions than engines, I presume these are a 1:1 stat so I can cut back on specs to the lower bound of the two?
The torque for the gearbox is "Supported torque". It means you can pair an engine with that much torque or less without any penalities to dependability. Currently the penalities are disabled. They will be reenabled in v1.23.2. You gain no no performance benefits from designing a gearbox that can support high amounts of torque, outside of possible gearing selections for the gearbox.

So yes, you can cut back on gearbox maximum torque if you do not plan on pairing that particular gearbox with engines that produce more than that much torque. In the early years, I do not suggest cutting back engine torque. As engines are barely powerful enough to move cars in those days.
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Eric.B  [developer] Mar 15, 2018 @ 1:43pm 
Originally posted by Evil Dr Foetus:
So still messing around in 1900 with a lvl 1 all round company just to see if I can build anything (currently nothing ever has an accel. stat so I presume to crap to every be considered to buy?).
You're referring to 0-60 specs for the accelleration? You're very unlikely to hit this number in those years without creating a racing car. General top speed of cars in 1900 is around 10-15mph. In the real world, the top speed record was 65.79mph in 1900. So you would have to make essentually the fastest car in the world to get a rating in that spec.


Noticed that it's a lot easier to get a high max tourque in transmissions than engines, I presume these are a 1:1 stat so I can cut back on specs to the lower bound of the two?
The torque for the gearbox is "Supported torque". It means you can pair an engine with that much torque or less without any penalities to dependability. Currently the penalities are disabled. They will be reenabled in v1.23.2. You gain no no performance benefits from designing a gearbox that can support high amounts of torque, outside of possible gearing selections for the gearbox.

So yes, you can cut back on gearbox maximum torque if you do not plan on pairing that particular gearbox with engines that produce more than that much torque. In the early years, I do not suggest cutting back engine torque. As engines are barely powerful enough to move cars in those days.
Nef Mar 15, 2018 @ 1:59pm 
Originally posted by Eric.B:
You're referring to 0-60 specs for the accelleration?


Well, whatever the metric is below top speed (just says "too slow" I think), if that's 0-60 then yeah, never going to reach that. (There's another one that doesn't show, braking I think?).

Might try going back to steam and cargo primaries for a low tech early start. Would be nice for agricultural/industrial models as an option when the game's eventually done and dusted, plenty of Marques started there (even Lambourgini IIRC)
Eric.B  [developer] Mar 15, 2018 @ 7:59pm 
Originally posted by Evil Dr Foetus:
Well, whatever the metric is below top speed (just says "too slow" I think), if that's 0-60 then yeah, never going to reach that. (There's another one that doesn't show, braking I think?).

Yes, it will be 0-60mph for accelleration and 60-0mph for braking. If you can't reach 60mph, then you can't do either tests. :)

Might try going back to steam and cargo primaries for a low tech early start.
Be careful with Steam, as the popularity of the fuel declines over time. You would need to capture a large amount of marketshare to save it.

Would be nice for agricultural/industrial models as an option when the game's eventually done and dusted, plenty of Marques started there (even Lambourgini IIRC)
Additional vehicle types, including Tractors won't be added to the final release of the game. There are plans to raise additional funds to continue the development of the game. If we are able to raise enough money they could make it into the game.
Oi Mar 19, 2018 @ 8:52pm 

There are plans to raise additional funds to continue the development of the game. If we are able to raise enough money they could make it into the game.

I hope you succeed, but if you don't do you thinking of making a spiritual sucessor/sequel/dlc, or making a non related game?

If you decided do make a sequel amd pricing was the same i would buy it.
Eric.B  [developer] Mar 19, 2018 @ 10:00pm 
Originally posted by Ghost7600:
There are plans to raise additional funds to continue the development of the game. If we are able to raise enough money they could make it into the game.

I hope you succeed, but if you don't do you thinking of making a spiritual sucessor/sequel/dlc, or making a non related game?

If you decided do make a sequel amd pricing was the same i would buy it.
Every business should have a 5 year plan. My current plans are:
-Finish GC. (v1.25)
-GC will then go into maintenance mode. Only non-save game breaking bug fixes.
-Attempt to raise additional funds for an expansion. See this thread for a bit more unofficial details on that: http://steamcommunity.com/app/285110/discussions/0/1697167168514655199/
- Updates for several core parts of the GC's engine. (Mostly for future OS X support, and the spinoff game.)
- If Programming part of expansion is funded, work on expansion.
- Light/Tycoonish GearCity spinoff game that is more casual/less UI and cheaper. ~Might be discounted even more for everyone who owns GC~
- Write a new engine in QT5.12 or whatever the latest QT LTS is.
- Start production of AeroMogul: http://ventdev.com/forums/forumdisplay.php?fid=4

If the expansion is not funded, I plan working on the new engine around this time next year. Once I start production of AM I will start thinking about future plans after that game.
~Might be discounted even more for everyone who owns GC~

Please don't. Gearcity is a bargain. Give us a steam key to give our friends or something like that, something not likely to take money away from development.

</threadjack>
Eric.B  [developer] Mar 24, 2018 @ 10:28pm 
Originally posted by ATX Ferret:
~Might be discounted even more for everyone who owns GC~

Please don't. Gearcity is a bargain. Give us a steam key to give our friends or something like that, something not likely to take money away from development.

</threadjack>
Main thing is, the spin off game will reuse much of GC assets and code. If you already own GC you probably wouldn't really need to buy the spinoff unless you were looking for something a bit more casual.
Refurbished Hamster Mar 25, 2018 @ 12:14am 
Ah, I see what you mean.
xt6wagon Mar 25, 2018 @ 3:13am 
there is a decent market for 2-5 hr "100%" completion games on the xbox, maybe a place to sell the "casual" version if the fees arent too high?

These are bought by people chasing gamer score, in addition to people who want to play it.
Last edited by xt6wagon; Mar 25, 2018 @ 3:14am
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Date Posted: Mar 15, 2018 @ 1:24pm
Posts: 9