Automation – The Car Company Tycoon Game Guide

Some automation Ideas for Automation - The Car Company Tycoon Game

Some automation Ideas

Overview

Ive tried to limit the suggestions to things used in production road vehicles. Inspired by: https://steamcommunity.com/sharedfiles/filedetails/?id=1320793620

Main

I’ve tried to limit the suggestions to things used in production road vehicles.

Diesel engines
Interiors viewer for cars with the ability to choose the colors details and trim.
Rotary Engines
B8, W6, W8, W12 engines
Super chargers
Biofuel option for fuels along with mix options (20% biodiesel, 10% biodiesel, etc)
Opposed piston engines (they have been used in semi trucks)
Semi trucks
Electric vehicles
Hybrid vehicles
Fuel tank customization, for use with a Range statistic
reverse steered vehicles
More degree options for balancing (72 degree for V10’s, 120 degree V6 stuff like that)
VR6 engine
two stroke engines
auxillary features options (Bigger alternator, Winch, Extra lights ETC. all of which could affect stats in special versions of a car, and their sales in each market section)

Commented additions

I take no credit for any of these additions, all credit for these is in the comments with the first person who suggested them. i do not delete comments on this guide, only if a commenter removes it will it no longer be present

V4
Gearbox customization
More turbo options, twin turbos, quad turbos etc
more in-depth interior customization
A prestige system involving the use of events to boost demand. Rallies, Special edition cars, and other publicity stunts
Ethanol Fuel Mixes
A confirmation message for changing parts
Tire pressure
Toe angle
Chassis Reinforcement
More safety features
More Engine bay Visuals and customization
flat twin and inline twin
Flat engines
CVT transmissions
Smaller engines for Microcars (Single cylinder or 2 cylinder)
Flat engines, (4, 6, 8, 10, maybe 12)
Optional weight saving areas
(one guy commented a ton)
inline 8 engines
flat head engines
car bodies from the pre-war era
different types of superchargers
hemi heads
non synchronized transmissions
formula 1 car bodies with different eras
chain drives
three wheeler chassis/ bodies
interior options with different eras
VR engine option 3,4,5,6,8 (if a w16 is a thing, a VR8 is a thing)
option for number of spark plugs per cylinder 1 or 2
period correct pre-war options that carry over into the modern era example crank starter
rotary engine 1,2,3,4 rotor option
mixed injection both port and direct injection
cylinder deactivation
rear wheel steering
liquid shocks (weird french car had it)
magnetic shocks
ram air intake
(end of that one guy’s ideas)
6 wheel vehicles
Slanted engines
Boxer 12
Individual turbo adjustments paired with the ability to use 2 turbos to reduce turbo lag
More indepth fixture placement
ability to use Dualies (twin tires) on heavy duty vehicles
A Cylinder bank angle slider to custom choose the type
more flexible Body morphing
more markets
Intake and exhaust on the same side
(From one person)
Real countries as markets with different safety and emissions regulations
The ability to create cars from before 1946
Entering cars into races with race results
Military vehicles from the Second World War
Swing-axle suspension
Critisism that reduces sales (similar to what Unsafe at Any Speed did to the Chevrolet Corvair)
Future career mode (which would perfectly fit with electric vehicles)
More test tracks
His wanted Bodies:
Porsche Carrera GT for a 2000s supercar
McLaren F1 for a 1990s hypercar
Ferrari 330 P4 for a 1960s race car
Pontiac Trans Am from the late 1970s
Porsche 917 for a 1970s race car
Porsche 919 for a modern race car
Aston Martin Valkyrie for a modern hypercar
Chevrolet Bel Air for a 1950s car
1949 Ford for a 1940s car
Top fuel dragster body style
End of those
New sounds for turbos/ customisable engine sounds
New exhaust sounds
Snorkels and attachments that affect stats
Wheel spacers
Underglow
New GUI for road safety
Header options (methods of exhaust merging and such)
Campaign stuff:
multi player campaigns that can be done at the players leisure
sub-brands to improve marketing
production of engines for non-automobile use
randomly generated economy
greater market size
government contracts
Fixtures effecting drag
Race seats, and weigh reduction interior for making race cars.
Publicity and Design competition events
Three wheel vehicle variants
military vehicle engines and bodies
Earlier Fuel injection
Multi engine cars
Camless Valve trains
Twin turbos for 3 cyl
unrealistic: tracks.
Motor Bikes

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