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I often deal with terminology in my line of work. Among other things, I'm responsible for the terminology used in DIN and ISO standards - if I came across this term in an automotive standard, I'd throw it out immediately and lodge a complaint with whoever is responsible.
I'm not denying that the term "footprint" can be used to refer to a certain area being covered by an object, but I would not consider it any less misleading than "dimensions", especially due to the existing connotation of the term in relation to the carbon footprint.
I still think "size" is better. Everybody knows immediately what is meant and it matches what it does in the game. City cars benefit from a smaller "size", luxury cars benefit from a larger "size" and the term lines up well with the existing automotive designation of "mid-size", "full-size" cars etc.
I agree on "area". That would certainly be worse. "Dimensions" or "size" might, per definition, include height, but is that really relevant in the context? The height of a vehicle has little influence in the game and no influence on the properties you're trying to simulate with the "footprint" characteristic.
Size is the main term used by the industry. That's just a fact, e.g. by the EPA, which groups vehicles into EPA Size Classes (compact, large, midsize etc.) -> https://www.fueleconomy.gov/feg/byclass/2016ClassList.shtml
"Footprint" is a term that is not in use and is confusing to begin with ;)
I'm not trying to pick a fight here, you know I'm one of your biggest supporters, but it's not a good term - as the mere existence of this thread shows. And I don't believe it's the first time this question has been asked. I don't think it's a matter of language understanding either. It would be as confusing to native speakers as it is to non native speakers of English.
If vehicle height has a big influence on other calculations, maybe that's also something that has to be reconsidered? After all, players have very little influence on the vehicle height (apart from ride height) other than selecting a different body, making for poor gameplay IMO.
The influence of that on stats certainly is not something we are going to reconsider, there is too much work put into making this already and it has the effects we want to see in the game. You saying you have little influence on it strikes me as far fetched, after all it is the very first choice you make in your car design selecting the car body. Is there not enough body variety yet to give different choices in this regard? Sure, but that is not something we're disputing and will change. ;)
I was more alluding to maybe offering the option of morphing the car (at least slightly) with regards to height - stretching or shrinking it, if you will (I know some bodies currently offer a morphing zone in the roof). And yes, as you say, body variety is limited, which is the main problem with the current situation. But you'd have to agree that height is something that is rather hard to control with the current system apart from selecting a body. Weight distribution is a similar issue.
True. The problem doesn't arise if a tooltip explains it.
The UE4 version will have all kinds of tooltips for everything, it's just hard to implement in the Kee engine as layering is pretty much hell.