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Really, you want a car with enough engins power to actually achieve a reasonable speed for the weight of the vehicle, then you optimize the gearing so the car runs at peak efficiency at the target speed (with 90 km/h being the best target generally).
I get the gist of what you are saying, but what "peak efficiency" am I aiming for? Am I trying to ensure that cruising speed (90 kph) coincides with peak torque or peak horsepower? Or something else?
Thanks. It'll still take some experimentation, but this might make it a bit easier.
Thanks.
This is all assuming you're using an i3 or an i4.
I'm usually using a flat four, an inline four, or occasionally, a very small-displacement inline or flat six. I've been keeping the cams set to around 17 (mild) because the fuel efficiency seems to peak around there (sometimes it needs to be a bit higher or lower, for a particular car/engine combination, but it's a good starting point. I've been playuing around with 1952 tech, for the most part. I figure if I can get satisfactory results at a low tech level, then getting satisfactory results should be relatively easy when I advance further up the timeline.
The engine was tiny and was sort of cheap for that so I was still easily able to outprice the competition in the campaign even using an engine contractor, though since I had to bump up the difficulty slider for all the fancy starting tech and to maintain score multiplier, my car was basically selling on price alone rather than beating the competition I think.
That was 9 points in body tech and at least 3 in one of the engine tech lines for that combination I think. You can get that pretty easily with a no factory and no money start, but you might have to take dealerships too or or a plot or you go bankrupt on your first tiny car factory, I haven't figured out yet what the bare minimum start would be yet. I've managed to survive on preorders the 7 months it takes to build the first tiny car factory but I'm pretty sure I had also set dealerships to 5 as well.