Responding to my own post to clarify. There would be a large number of options, every possible combination of these three categories: Nation, Decade, and Vehicle Type. Having a poll for each category would not work, and combining the top votes for each, as then you may get vehicle combinations that no one wants or redundant vehicles. Every user would have a large number of votes, 10-15 most likely, noting that this is a list with hundreds of options. Hopefully the most needed categories would get filled in.
I would hope for a second round of vehicle reveals - but I think it's important to remember that the dev team is under very few obligations once the Wendover is in-game, completing the list of promised vehicles. If we did get a second round of eight cars, I wonder what they'd be. I suspect fewer sedans and three-box coupes would make the cut. This may deserve its own separate thread. Back on more grounded topics, does anyone recall if anything was officially said about the Wendover's suspension setup? Do you think the rear axle is going to be independent or not?
I believe it was going to be. That was to be one of its advantages over the LeGran, which has a stick axle.
With the refresh of Utah ongoing, I wonder if we're finally going to see a few new quickraces. Two just isn't enough, and what better time to add new ones?
agree with this I personally dont do quickraces often, but having more than two would make it more intriguing for me.
Quickrace + AI, can't wait for that to come out! Though I wonder if they'll add drag mode to places outside of the drag track, e.g. the highways on the different maps
There is one thing that the devs did forget with the east coast usa remake is the overlay on top of the minimap.
Not sure if this has been mentioned before, but Industrial site and port are the same map This is the decal road layout from the derby track. (The slope down into a left hander)
Merging this map seems like a great idea. I keep saying merge this Fricking map but everyone is like "iT wOnT wOrK hUrR dUrR" >:[
Not an option. A merge would break numerous time trials and scenarios. Better to keep them separate and add new content to the tons of unused space on each.
Because it wont... "Industrial" map now have own port area that occupied space where old port from "Port" map used to be.
I do still hope for a simulation addon as well.. like tyre thermals, automatic transmission thermals, better torque converter logic, retarder / exhaust brake simulation. Lots of things can still be added imo.
Yeah tire's feel pretty bad as they are. I'm not a fan of the unrealistic understeer, and grip. I guess it's because the tire's have no temperature. For example, it's pretty hard to flip a vehicle without hitting something due to the tire grip being off.
If we are talking about planned simulation bits then I feel like a reminder of some relevant statements would be helpful. Estama commenting on tire thermals: The implamentation of "flat-spots" into the game engine IIRC not too long ago Diamondback said that they want to have more in depth engine tuning/customization someday, but creating a system that accomplishes this while still being simple enough to have reasonable quality control is difficult. He posts a lot more than Estama though so I really don't feel like digging up that comment.
No, tires are always at optimal temperature atm. So IF tire thermals come, that will only reduce grip.
There is other reason for this. 1. If you look at cross section of the tyre you'll see that it's shaped like ellipse (sort of). In game it looks like rectangle. So in game tyres more often just slides. 2. In game gaining and losing grip is pretty linear. I cannot reproduce in game something I can do with my poor van. I can make tyres "jumps". What I mean is tyre will lose the grip, then almost immediately get grip again, and lose it again and so on. In game you'll just spin the tyres. That why you can't flip a car without hitting something, because tyre need to "grab" the surface.