Personally, I've been hoping for a "if it fits it ships" system for engine swaps by the time career mode comes, which would be somewhat necessary if we ever get the Automation engine exporter that I've been begging for. There has been a couple small V12 engines, notably the Ferrari Colombo. It would certainly be silly, but what's the point of a physics sim if not to try out silly things? As for the SBR4, as others mentioned it is possibly to use big turbos get some silly numbers out of engines with respect to their displacement. 2JZ and everything Nelson Racing motors makes comes to mind
It's cool to see ECUSA getting an update. Looks to be some sort of dockyard. It's hard for me to tell at the moment. About the career, I wonder if it will have Automation support as an Automation themed mini story would be cool.
I've been thinking that ECUSA needed a marina for all that fresh Maine lobster, but oddly enough, it's the telephone poles and road signs that I find myself most excited for. I wonder if Firwood is finally going to get some identifying signage? Additionally, there was an incomplete list I put together from old dev posts. It's about as believable as the concept list - maybe/maybe not cars. Four cars - an eighties minivan, a seventies American sedan (believed to be the Gavril Beaufort), an early eighties station wagon (believed to be Legran-based), and a large seventies American personal luxury car (believed to be the Bruckell Albatross). The whole thing came in a thread where Gabester expressed interest in making a 1930s car sometime in the future, but that thread appears to have either fallen victim to a forum bug or been removed.
Yeah really looking forward to a ECUSA update The foliage looks really good. Just wish theyd skip the billboard grass and bushes or atleast use shapes instead of the out-the-box-T3D-billboards always facing the camera. Using shapes (3d planes) will make it possible to not have a wall of grass constantly facing you. Atleast for the roadside stuff cause its IMO too noticable in for example in Italy right now.
I wonder if the revamped ECUSA will make use of the unused police station building (and maybe the car dealership) models? also, on the discussion about blocked exit roads, i noticed that of the existing "inland" maps, industrial, port, derby, and ECUSA are the only maps that don't have some kind of exit road, all of which are being overhauled. for the others: hirochi raceway has one, utah has the broken bridge and the highway loop, etk DEC has the highway ends and one extra road, west coast has a whole heap including the platin gate bridge loop, and automation has the aforementioned landslide. (the maps I haven't mentioned are all islands, or gridmap/puregrid)
The new ECU (and possibly other maps too) and Bluebuck!!! I really really love Beam's devs! Everyone was wanting all of these for a long time. This is gonna one of the best updates ever!
At this point I'm almost certain we'll be seeing the Bluebuck in 0.17. I don't have much evidence to back that up, but judging by the teasers, posts from Gabester in February saying it was in game, et cetera, all make it seem darn close to completion. I know it's hardly been a month and a half since the last update, but the whole thing seems close to completion, possibly done by mid/late July in my eyes. Who knows, I guess we'll find out soon enough.
"Agressively fighting for map upgrades" doesn't do anything except annoy the development team, so quit taking credit for something they've done of their own volition. In other news, oh my got it's maine oh my god ohmygod. I grew up in an area that looked exactly like the soon-to-be updated ECUSA. beam devs stalking users confirmed