Why on earth would we need a dyno anyway? The stats you'd get from a dyno are automatically generated by the engine simulation.
Depending on how it was set up it may have measured power and torque at the wheels, rather than at the crank is in the torquecurve app.
i think more for immersions sake, but yeah i agree it would be cool if there was a set one in the garage level. like a sub menu when you enter the garage that says 'go to dyno?' and if you click yes you get taken to a new section where you can select a vehicle, have the option for the game to dyno it or for you to manually control it, then at the end of the dyno session the engine dynometer pops up on the screen displaying peak HP, etc. after that, you can click 'continue to tune vehicle' and it will give you the option of applying new parts in the parts menu, or tuning ones already equipped and you can run it again w/out reloading the dyno section of the garage. or you could just click 'back to Garage' and well, it takes you back to the main section of the garage. pretty simple I would see most of it use in career mode in the future. It could also be accessible in freeroam in ECUSA. find the garage building (devs would have to add it), drive into it and it seamlessly transfers you to the garage you can select on the main menu. pretty interesting integration ideas for thought.
I know. Im in this forum for as long as you are, but some time has gone by from the moment they said the project was canned, and seeing the device look so much like a dyno made me want to ask if the devs had found some kind of work around, or if this could be a hint that the main physics issue had been fixed. Then you came in trying to shut me down as if you were a member of the dev or if you knew more than anyone.
I know everyone is talking about updating the other vehicles like the D series and the T series, and I want those updated too, but it feels like the roamer is the least cared about vehicle. It feels like its been the same since it was added to the game and nobody really talks about it much.
kinda- it did get some new configs recently- but yeah it does need quite a bit of love. but because the Roamer, H and D-Series are based on the same chassis, they are all likely to get updated at once
The developers stated in the 0.17.1.0 changelog (GM Rework) that in the next update (0.18, the upcoming update) the D-Series, Roamer, and H-Series would all be receiving updates.
Oh nice that's great to hear! Definitely looking forward to the D series update, I use it the most out of all the vehicles. Hopefully H series will be more interesting after the update, and of course the roamer.
I was just looking at the old and new color comparisons and to me the water looks like it will be getting a downgrade. In the current version, the water has some really nice reflections and refractions, while in the new one it is completely flat. Everything else looks great, just not the water.
they did say that the images were of WIP content, and a lot of materials still needed to be adjusted. considering how bad the water looks in the new screenshot, I'm almost certain they will tweak the water a bit.
Indeed, the simulation is very simple, in an active differential, simply set "lsdlockcoef" to 0 and adjust the "lsdpreload" on the fly via lua, and torque vectoring is controlled by "diffTorqueSplit", which is also adjustable on the fly via lua. --- Post updated --- What's the vehicle under the Pessima, is it available to drive?
I don't think so, it's the tutorial vehicle you creat when you follow the instructions in the wiki for making a jbeam I believe. Good news: https://steamcommunity.com/app/284160/discussions/0/1751268326440904606/
Someone on steam forums mentioned the outdated previews, Nadeox said "It's on our ToDo list to re-do them, especially with the upcoming graphics changes and level updates "