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		<title><![CDATA[Visual Entertainment and Technologies Forum - Archive: Suggestions]]></title>
		<link>https://www.ventdev.com/forums/</link>
		<description><![CDATA[Visual Entertainment and Technologies Forum - https://www.ventdev.com/forums]]></description>
		<pubDate>Tue, 21 Apr 2026 00:15:15 +0000</pubDate>
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			<title><![CDATA[Marque catalog and compare, add an all cars option.]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=3702</link>
			<pubDate>Wed, 20 Dec 2017 03:29:02 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7341">Shepherd</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=3702</guid>
			<description><![CDATA[When looking at your competitors, there is an All Companys option. But there is non for All cars.<br />
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This is fine for looking at all compact cars.<br />
<br />
<br />
But when I want to look at all cars from say  Addlore, I need to use the pulldown menu a lot to see all their cars.<br />
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<br />
So basicly what is needed is an All Cars option above compact cars, same as the All Companys option,<br />
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<br />
Edit: If my memories serves me correct, I think it was there before the marque cataloge and compare got moved to the showroom.]]></description>
			<content:encoded><![CDATA[When looking at your competitors, there is an All Companys option. But there is non for All cars.<br />
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<img src="https://www.ventdev.com/forums/images/attachtypes/image.gif" title="JPG Image" border="0" alt=".jpg" />
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This is fine for looking at all compact cars.<br />
<br />
<br />
But when I want to look at all cars from say  Addlore, I need to use the pulldown menu a lot to see all their cars.<br />
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<img src="https://www.ventdev.com/forums/images/attachtypes/image.gif" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1378" target="_blank" title="">all2.jpg</a> (Size: 272.41 KB / Downloads: 1058)
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<br />
So basicly what is needed is an All Cars option above compact cars, same as the All Companys option,<br />
<!-- start: postbit_attachments_attachment -->
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<img src="https://www.ventdev.com/forums/images/attachtypes/image.gif" title="JPG Image" border="0" alt=".jpg" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1380" target="_blank" title="">all4.jpg</a> (Size: 249.83 KB / Downloads: 1060)
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<br />
<br />
Edit: If my memories serves me correct, I think it was there before the marque cataloge and compare got moved to the showroom.]]></content:encoded>
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			<title><![CDATA[Auto production, parts modification and sale price adjustment [1.22.2 SP1]]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=3685</link>
			<pubDate>Sun, 15 Oct 2017 17:32:23 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7786">Nullabsolut</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=3685</guid>
			<description><![CDATA[Hi there!<br />
<br />
First of all, this is a great game already! <br />
I picked it up about two years ago, but only now did I finally give it a serious try. I just managed my first successful playthrough on CFO difficulty and after some 30-odd hours I can say I quite enjoyed it. However after 35 years ingame and a market share of roughly 80% with one model in almost every category and branches in every city, I probably spend around 80% of my time micromanaging my production every turn. Satisfying customer demand based on last month's estimated missed sales figures and adjusting prices for all the districts has become quite the chore, which is why I decided to stop with this playthrough.<br />
<br />
Here are a few suggestions that in my oppinion would greatly improve gameplay with large companies:<br />
-----------------------------------------------------------------------------------------------------------------------------------------------------------------<br />
The auto-production option in the mega-menu is a great idea and would relieve the player of a lot of the fiddling with production in the later game. The way I played the game, this became a repetitive and tiring task. <br />
There are some problems with the auto-production, which make it completely unusable (for me) at the moment however:<br />
<br />
First, it adjusts production so that no sales are missed, which is good, however it builds up HUGE amounts of stock in the process. It seems the stock is not taken into account while calculating needed production. I suspect the new contract system might mess things up as well, due to the heavily fluctuating demand (I usually had 5+ contracts running at any given time).<br />
<br />
Secondly, auto-production caps the shipping distance for all branches at maximum (20,000km). If like me, you have branches in every city between 1920-1935, the resulting shipping that occurs kills any chance for a profit, rendering the option pretty much useless. I'd like to have the option to set a flat shipping distance for the auto production option, or even better of course, not have the district shipping option locked, so I can still adjust that myself, and auto-production has to deal with it. Although that option might be a lot harder to get right I presume.<br />
<br />
I attached my save game, just enable auto-production and see how it messes up the production.<br />
-----------------------------------------------------------------------------------------------------------------------------------------------------------------<br />
This might come from playing the game on CFO difficulty, I understand that with all game options enabled, eventually the employee benefits will be quite the money sink and it will harder to amass ridiculous amounts of cash fairly rapidly. But what made the game "click" for me, basically the moment where I felt like I had beaten the game, was when I discovered parts improments (or modifications). I basically got along by developing one chassis, engine and trans, doing about 5 major modifications on them respectively, and then using them in basically every available car body. That created cars that were way ahead of the competition in every category and made the game a little too easy in my oppinion.<br />
<br />
Long story short, I think parts modifications are overpowered, especially since they require no time whatsoever.<br />
-----------------------------------------------------------------------------------------------------------------------------------------------------------------<br />
I use the district presets in the mega-menu a lot, they are essential for me managing production and sales.<br />
It would be great to have an option to set sale price differences per district, either percentage based or flat. I usually sell cars for less money in markets like Asia or South America, than I do in Europe and North America. Manually setting this up is a chore. Once the price difference is set up, I can of course adjust sale prices percentage-wise globally, but for the initial setup this would save a lot of time.<br />
<br />
Example:<br />
I set the price level in North America and Europe to 100%, in Asia to 70%, in South America to 75%. Then I set a price for a new car in the mega-menu for the Europe district. I hit apply to all and the prices in the other districts are set accordingly.<br />
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<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/" title="" border="0" alt=".7z" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1366" target="_blank" title="">Autosave_Try6-1.7z</a> (Size: 7.75 MB / Downloads: 1077)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Hi there!<br />
<br />
First of all, this is a great game already! <br />
I picked it up about two years ago, but only now did I finally give it a serious try. I just managed my first successful playthrough on CFO difficulty and after some 30-odd hours I can say I quite enjoyed it. However after 35 years ingame and a market share of roughly 80% with one model in almost every category and branches in every city, I probably spend around 80% of my time micromanaging my production every turn. Satisfying customer demand based on last month's estimated missed sales figures and adjusting prices for all the districts has become quite the chore, which is why I decided to stop with this playthrough.<br />
<br />
Here are a few suggestions that in my oppinion would greatly improve gameplay with large companies:<br />
-----------------------------------------------------------------------------------------------------------------------------------------------------------------<br />
The auto-production option in the mega-menu is a great idea and would relieve the player of a lot of the fiddling with production in the later game. The way I played the game, this became a repetitive and tiring task. <br />
There are some problems with the auto-production, which make it completely unusable (for me) at the moment however:<br />
<br />
First, it adjusts production so that no sales are missed, which is good, however it builds up HUGE amounts of stock in the process. It seems the stock is not taken into account while calculating needed production. I suspect the new contract system might mess things up as well, due to the heavily fluctuating demand (I usually had 5+ contracts running at any given time).<br />
<br />
Secondly, auto-production caps the shipping distance for all branches at maximum (20,000km). If like me, you have branches in every city between 1920-1935, the resulting shipping that occurs kills any chance for a profit, rendering the option pretty much useless. I'd like to have the option to set a flat shipping distance for the auto production option, or even better of course, not have the district shipping option locked, so I can still adjust that myself, and auto-production has to deal with it. Although that option might be a lot harder to get right I presume.<br />
<br />
I attached my save game, just enable auto-production and see how it messes up the production.<br />
-----------------------------------------------------------------------------------------------------------------------------------------------------------------<br />
This might come from playing the game on CFO difficulty, I understand that with all game options enabled, eventually the employee benefits will be quite the money sink and it will harder to amass ridiculous amounts of cash fairly rapidly. But what made the game "click" for me, basically the moment where I felt like I had beaten the game, was when I discovered parts improments (or modifications). I basically got along by developing one chassis, engine and trans, doing about 5 major modifications on them respectively, and then using them in basically every available car body. That created cars that were way ahead of the competition in every category and made the game a little too easy in my oppinion.<br />
<br />
Long story short, I think parts modifications are overpowered, especially since they require no time whatsoever.<br />
-----------------------------------------------------------------------------------------------------------------------------------------------------------------<br />
I use the district presets in the mega-menu a lot, they are essential for me managing production and sales.<br />
It would be great to have an option to set sale price differences per district, either percentage based or flat. I usually sell cars for less money in markets like Asia or South America, than I do in Europe and North America. Manually setting this up is a chore. Once the price difference is set up, I can of course adjust sale prices percentage-wise globally, but for the initial setup this would save a lot of time.<br />
<br />
Example:<br />
I set the price level in North America and Europe to 100%, in Asia to 70%, in South America to 75%. Then I set a price for a new car in the mega-menu for the Europe district. I hit apply to all and the prices in the other districts are set accordingly.<br />
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<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/" title="" border="0" alt=".7z" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1366" target="_blank" title="">Autosave_Try6-1.7z</a> (Size: 7.75 MB / Downloads: 1077)
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			<title><![CDATA[Changes to military contracts]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=3335</link>
			<pubDate>Wed, 03 May 2017 18:50:44 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7674">Tenneb</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=3335</guid>
			<description><![CDATA[Sup. Love the game <img src="https://www.ventdev.com/forums/images/smilies/tongue.png" alt="Tongue" title="Tongue" class="smilie smilie_29" /> . Currently have 10 Billion dollars going into WW2 (started on easy).<br />
<br />
It seems odd that the military would specify how big and powerful the engine must be in a contract. Here is what I think they should look for and why:<br />
Frame size (I would say vehicle size but that is not measured), because they would want the vehicle to fit in the transports/ on the trains.<br />
Weight, because heavy things get stuck in mud and stuff. <br />
Cargo capacity, because more stuff per load = more boom time. <img src="https://www.ventdev.com/forums/images/smilies/biggrin.png" alt="biggrin" title="biggrin" class="smilie smilie_21" /> <br />
Mileage, because fuel is hard to find on the battlefield.<br />
<br />
Just my thoughts on what the military is looking for in a vehicle.]]></description>
			<content:encoded><![CDATA[Sup. Love the game <img src="https://www.ventdev.com/forums/images/smilies/tongue.png" alt="Tongue" title="Tongue" class="smilie smilie_29" /> . Currently have 10 Billion dollars going into WW2 (started on easy).<br />
<br />
It seems odd that the military would specify how big and powerful the engine must be in a contract. Here is what I think they should look for and why:<br />
Frame size (I would say vehicle size but that is not measured), because they would want the vehicle to fit in the transports/ on the trains.<br />
Weight, because heavy things get stuck in mud and stuff. <br />
Cargo capacity, because more stuff per load = more boom time. <img src="https://www.ventdev.com/forums/images/smilies/biggrin.png" alt="biggrin" title="biggrin" class="smilie smilie_21" /> <br />
Mileage, because fuel is hard to find on the battlefield.<br />
<br />
Just my thoughts on what the military is looking for in a vehicle.]]></content:encoded>
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		<item>
			<title><![CDATA[Add a delete confirmation to delete button on load vehicle in R and D]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=3331</link>
			<pubDate>Wed, 19 Apr 2017 19:58:34 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7664">jeraldjunkmail</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=3331</guid>
			<description><![CDATA[As above, please. Deleted the wrong body designon accident. No going back and no delete confirmation to stop it... Thanks!]]></description>
			<content:encoded><![CDATA[As above, please. Deleted the wrong body designon accident. No going back and no delete confirmation to stop it... Thanks!]]></content:encoded>
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		<item>
			<title><![CDATA["Ratings" & "Format" buttons in Design Body & stock values for parts and cars?!]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=3280</link>
			<pubDate>Thu, 16 Feb 2017 07:07:25 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7339">Cerberus23</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=3280</guid>
			<description><![CDATA[Hey Eric, <span style="font-size: xx-small;" class="mycode_size"><span style="color: #696969;" class="mycode_color">it's me again...</span></span><br />
<br />
don't know if this has been suggested before and I'd like to say "Sorry" if so.<br />
<br />
Would it be possible to integrate the Ratings and Format buttons into the body designer?<br />
<br />
When i'm trying to match contracts numbers (cargo for example) i find myself switching back and forth between the body designer and the actual car designing process (just to gain access to the Ratings button) so i can alter these values by changing the body of the car respectively. <br />
<br />
So i won't design a 2200l cargo pickup when there's only 1200l needed and the extra weight cuts down the fuel economy of the car.<br />
<br />
---<br />
<br />
I'd never really bothered me when i design components and cars yet the first thing i always do is to change the standard 40 value to 0 in the summary so i can get a somewhat cleared up view of what i'm starting with and work from there to what i want it to be.<br />
<br />
If you'd consider integrating the buttons into the body designer setting the standard value to 0 rather than 40 might a be good option to view the stock values of the car "as is" and start everything else from there. Or a "Set to 0" Button in the summary maybe?<br />
<br />
Thanks for reading and have a good day <img src="https://www.ventdev.com/forums/images/smilies/cool.png" alt=":cool:" title=":cool:" class="smilie smilie_23" />]]></description>
			<content:encoded><![CDATA[Hey Eric, <span style="font-size: xx-small;" class="mycode_size"><span style="color: #696969;" class="mycode_color">it's me again...</span></span><br />
<br />
don't know if this has been suggested before and I'd like to say "Sorry" if so.<br />
<br />
Would it be possible to integrate the Ratings and Format buttons into the body designer?<br />
<br />
When i'm trying to match contracts numbers (cargo for example) i find myself switching back and forth between the body designer and the actual car designing process (just to gain access to the Ratings button) so i can alter these values by changing the body of the car respectively. <br />
<br />
So i won't design a 2200l cargo pickup when there's only 1200l needed and the extra weight cuts down the fuel economy of the car.<br />
<br />
---<br />
<br />
I'd never really bothered me when i design components and cars yet the first thing i always do is to change the standard 40 value to 0 in the summary so i can get a somewhat cleared up view of what i'm starting with and work from there to what i want it to be.<br />
<br />
If you'd consider integrating the buttons into the body designer setting the standard value to 0 rather than 40 might a be good option to view the stock values of the car "as is" and start everything else from there. Or a "Set to 0" Button in the summary maybe?<br />
<br />
Thanks for reading and have a good day <img src="https://www.ventdev.com/forums/images/smilies/cool.png" alt=":cool:" title=":cool:" class="smilie smilie_23" />]]></content:encoded>
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		<item>
			<title><![CDATA[Research Scheduling]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=3254</link>
			<pubDate>Sat, 31 Dec 2016 20:09:59 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7576">BlueOrange</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=3254</guid>
			<description><![CDATA[I'm all about the research planning, and I'm finding the experience frustrating.  Here are some suggestions to help me enjoy the game more:<br />
<br />
In the pop-out information window from the right of screen, display today's date.<br />
<br />
In the pop-out information window from the right of screen, display the cash balance that is always visible in the office (but which the R&amp;D department enjoys ignoring).<br />
<br />
Instead of displaying the date that research will complete, display the number of months it will take (so that I can sync it up with other research that should finish at the same time).<br />
<br />
Whenever I press the confirm/design button, pop up a 'research pace' dialog so that I can complete a new vehicle tag at a different pace than the original design without needing to remember stuff.  (Perhaps control this with a checkbox.)<br />
<br />
Oh, and if you could replace the word 'profit' with the word 'cashflow' in the monthly reporting, then you'll be using the word that means what you intend to say.  (Building a factory is converting a cash asset into a fixed asset, and it does not reduce profit.)]]></description>
			<content:encoded><![CDATA[I'm all about the research planning, and I'm finding the experience frustrating.  Here are some suggestions to help me enjoy the game more:<br />
<br />
In the pop-out information window from the right of screen, display today's date.<br />
<br />
In the pop-out information window from the right of screen, display the cash balance that is always visible in the office (but which the R&amp;D department enjoys ignoring).<br />
<br />
Instead of displaying the date that research will complete, display the number of months it will take (so that I can sync it up with other research that should finish at the same time).<br />
<br />
Whenever I press the confirm/design button, pop up a 'research pace' dialog so that I can complete a new vehicle tag at a different pace than the original design without needing to remember stuff.  (Perhaps control this with a checkbox.)<br />
<br />
Oh, and if you could replace the word 'profit' with the word 'cashflow' in the monthly reporting, then you'll be using the word that means what you intend to say.  (Building a factory is converting a cash asset into a fixed asset, and it does not reduce profit.)]]></content:encoded>
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			<title><![CDATA[Magazine Class challenge]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=3187</link>
			<pubDate>Mon, 21 Nov 2016 16:19:37 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=1492">jelledc</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=3187</guid>
			<description><![CDATA[Would it be possible to rework the class challenge, so that the subject of said challenge (eg best sedan of Spain) is mentioned in the Class Challenge Introduction (like it used to be before the magazine rework). Now you can only find it in the verdict, which means a lot of scrolling to find out.]]></description>
			<content:encoded><![CDATA[Would it be possible to rework the class challenge, so that the subject of said challenge (eg best sedan of Spain) is mentioned in the Class Challenge Introduction (like it used to be before the magazine rework). Now you can only find it in the verdict, which means a lot of scrolling to find out.]]></content:encoded>
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			<title><![CDATA[Add new tires and body parts]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=3178</link>
			<pubDate>Wed, 19 Oct 2016 23:46:26 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=0">LowRyderMS</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=3178</guid>
			<description><![CDATA[When possible, please add more parts according with age. Current options available are very limited, I believe. Sorry for my bad English.]]></description>
			<content:encoded><![CDATA[When possible, please add more parts according with age. Current options available are very limited, I believe. Sorry for my bad English.]]></content:encoded>
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			<title><![CDATA[Reports & Newspaper UI [#1.20.4 SP1)]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=3174</link>
			<pubDate>Tue, 11 Oct 2016 09:47:27 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7339">Cerberus23</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=3174</guid>
			<description><![CDATA[Hey Eric,<br />
<br />
i just wondered if it would be possible to make the Reports and Newspaper windows scaleable and saveable as UI.<br />
<br />
I like to play your game in non-fullscreen borderless window mode (so i can tab out to my second monitor) but these two windows are always cramped together in this mode while beeing fully expanded in fullscreen mode (where the game minimizes when i tab out).<br />
<br />
Visual examples:<br />
<br />
<a href="http://i.imgur.com/RKlXACr.jpg" target="_blank" rel="noopener" class="mycode_url">Non-Fullscreen Borderless Window I</a><br />
<br />
<a href="http://i.imgur.com/fTy72bm.jpg" target="_blank" rel="noopener" class="mycode_url">Non-Fullscreen Borderless Window II</a><br />
<br />
<a href="http://i.imgur.com/yyA7cYy.jpg" target="_blank" rel="noopener" class="mycode_url">Fullscreen</a><br />
<br />
Also Fullscreen extends the windows a bit too far so you have to press escape to close or go way up to the highest you can possibly reach with your cursor and hope to catch the bar.<br />
<br />
Thanks for reading <img src="https://www.ventdev.com/forums/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_28" />]]></description>
			<content:encoded><![CDATA[Hey Eric,<br />
<br />
i just wondered if it would be possible to make the Reports and Newspaper windows scaleable and saveable as UI.<br />
<br />
I like to play your game in non-fullscreen borderless window mode (so i can tab out to my second monitor) but these two windows are always cramped together in this mode while beeing fully expanded in fullscreen mode (where the game minimizes when i tab out).<br />
<br />
Visual examples:<br />
<br />
<a href="http://i.imgur.com/RKlXACr.jpg" target="_blank" rel="noopener" class="mycode_url">Non-Fullscreen Borderless Window I</a><br />
<br />
<a href="http://i.imgur.com/fTy72bm.jpg" target="_blank" rel="noopener" class="mycode_url">Non-Fullscreen Borderless Window II</a><br />
<br />
<a href="http://i.imgur.com/yyA7cYy.jpg" target="_blank" rel="noopener" class="mycode_url">Fullscreen</a><br />
<br />
Also Fullscreen extends the windows a bit too far so you have to press escape to close or go way up to the highest you can possibly reach with your cursor and hope to catch the bar.<br />
<br />
Thanks for reading <img src="https://www.ventdev.com/forums/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_28" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Better contracts & And a possible rating]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=3153</link>
			<pubDate>Tue, 02 Aug 2016 14:46:16 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7498">Unavailableartist</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=3153</guid>
			<description><![CDATA[So while going through your interesting but predicable contracts. That pop up... I noticed there some consistencies that I found boring.<br />
<br />
They ask for a certain displacement, certain cargo (which is understanble), and certain horsepower.<br />
<br />
However I think it would be more realistic. To ask for specific and more varied stats and/or requirments.<br />
<br />
The military (and civilian contracts)  may want a vehicle to be a certain size/weight (overall).<br />
Certain amount of ride clearance.<br />
Dependabilty, or safety rating.<br />
<br />
Even adding more specifics like Towing capability or 0-60 times would be believable.  Even though a truck only capable of towing 22lbs  that passes the requirements for the  military is feasable I doubt its what the military would really want IRL.<br />
<br />
Also a more varied MPG requirement would be nice... I mean the HMMV has a MPG rating of just 12 mpgs or lower.<br />
<br />
<br />
Which brings me to 2nd suggestion "Off road capability" as something that is rate-able. As it's something that has been asked for in the past. It could be an important stat for Pickups and SUVs (Also Rally races would be hosted).<br />
<br />
Basically off road capability would be based on...<br />
Chassis Strength.<br />
Torque.<br />
Power/weight.<br />
Ride height (influenced by chassis height and tire size).<br />
And drive train (with FF/FWD being the stronger of the drivetrains)<br />
<br />
Rally races would be influenced by:<br />
Driver skill!!<br />
Acceleration<br />
handling/Drivetrain (for dirt rallies)<br />
Ride height<br />
and the top speed slightly.]]></description>
			<content:encoded><![CDATA[So while going through your interesting but predicable contracts. That pop up... I noticed there some consistencies that I found boring.<br />
<br />
They ask for a certain displacement, certain cargo (which is understanble), and certain horsepower.<br />
<br />
However I think it would be more realistic. To ask for specific and more varied stats and/or requirments.<br />
<br />
The military (and civilian contracts)  may want a vehicle to be a certain size/weight (overall).<br />
Certain amount of ride clearance.<br />
Dependabilty, or safety rating.<br />
<br />
Even adding more specifics like Towing capability or 0-60 times would be believable.  Even though a truck only capable of towing 22lbs  that passes the requirements for the  military is feasable I doubt its what the military would really want IRL.<br />
<br />
Also a more varied MPG requirement would be nice... I mean the HMMV has a MPG rating of just 12 mpgs or lower.<br />
<br />
<br />
Which brings me to 2nd suggestion "Off road capability" as something that is rate-able. As it's something that has been asked for in the past. It could be an important stat for Pickups and SUVs (Also Rally races would be hosted).<br />
<br />
Basically off road capability would be based on...<br />
Chassis Strength.<br />
Torque.<br />
Power/weight.<br />
Ride height (influenced by chassis height and tire size).<br />
And drive train (with FF/FWD being the stronger of the drivetrains)<br />
<br />
Rally races would be influenced by:<br />
Driver skill!!<br />
Acceleration<br />
handling/Drivetrain (for dirt rallies)<br />
Ride height<br />
and the top speed slightly.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[String of suggestions.]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=2926</link>
			<pubDate>Fri, 22 Jul 2016 01:40:17 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7498">Unavailableartist</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=2926</guid>
			<description><![CDATA[So as promised on steam, I decided to post what I find wrong with the game.<br />
<br />
1: I don't like the "prediction" tab when predicting how well you car will do. I get that there's a point when it becomes generic, and stuff like final weight and mpgs etc may be skewed or slightly wrong the designing the actual parts . Specially when you are accounting for missing parts you didn't design. I find the model to be overly optimistic vs pessimistic. For example I designed a car with a 3 different  4 speed gear boxes. 1 geared more for high speed/eco, another for high speed/high torque, and last high torque all around. <br />
<br />
Despite it showing that one had speed in the 30s another in th low 40s, 6 mpgs vs 8 mpgs in the prediction tab. When I actually designed the car the differences in the three gearboxes were non existant. As they all had very similar top speed @ 35 or so... and all had 6 mpgs vs. the 8 mpgs  that was promised by the ultra eco.<br />
<br />
2: Sometimes what it shows "star rating wise" in the design panel doesn't reflect in the finished design. For example, a 2 1/2 star strength chassis will turn out to be a 2 star chassis.<br />
<br />
3: A way to delete superfluous designs that just clutter up my "view" panel when I shot through old designs that I "end". While there are some I may want to keep, I may not want to keep EVERYONE. Particularly when all I changed was the design pace.<br />
<br />
4: A way to change the design pace without having to "redesign" something.<br />
<br />
That's all I have for now. Thanks for reading.]]></description>
			<content:encoded><![CDATA[So as promised on steam, I decided to post what I find wrong with the game.<br />
<br />
1: I don't like the "prediction" tab when predicting how well you car will do. I get that there's a point when it becomes generic, and stuff like final weight and mpgs etc may be skewed or slightly wrong the designing the actual parts . Specially when you are accounting for missing parts you didn't design. I find the model to be overly optimistic vs pessimistic. For example I designed a car with a 3 different  4 speed gear boxes. 1 geared more for high speed/eco, another for high speed/high torque, and last high torque all around. <br />
<br />
Despite it showing that one had speed in the 30s another in th low 40s, 6 mpgs vs 8 mpgs in the prediction tab. When I actually designed the car the differences in the three gearboxes were non existant. As they all had very similar top speed @ 35 or so... and all had 6 mpgs vs. the 8 mpgs  that was promised by the ultra eco.<br />
<br />
2: Sometimes what it shows "star rating wise" in the design panel doesn't reflect in the finished design. For example, a 2 1/2 star strength chassis will turn out to be a 2 star chassis.<br />
<br />
3: A way to delete superfluous designs that just clutter up my "view" panel when I shot through old designs that I "end". While there are some I may want to keep, I may not want to keep EVERYONE. Particularly when all I changed was the design pace.<br />
<br />
4: A way to change the design pace without having to "redesign" something.<br />
<br />
That's all I have for now. Thanks for reading.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The feeling about research]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=2910</link>
			<pubDate>Wed, 15 Jun 2016 13:14:10 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7339">Cerberus23</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=2910</guid>
			<description><![CDATA[Hey Eric,<br />
<br />
one thing that has come to my mind every now and then when i'm about to design a new car and went over to my research guys to ask them:<br />
<br />
"Hey guys... is there technology in the future that might be worth waiting for?"<br />
<br />
And then i wonder... how could they possibly know?<br />
<br />
So despite the nicety of knowing what's about to be developed in the next 20 years the overall feeling about it (since the rest of the game is so realistic with the newspaper and wars and all this) is odd.<br />
<br />
And if something new is invented it's like you're not even part of the car industry and can't invent anything yourself - you just got to be lucky enough to have well educated researches so that they can understand what others invented so you can use it too.<br />
<br />
Now imagine:<br />
<br />
You go into your research lab to check on how things are working out and you can see your different design skills and three pictures with questionsmarks in each design category on things they're working on.<br />
<br />
You don't know what it is... or when it will be researched. <br />
<br />
So you decide to leave again and do some other car tycoon stuff.<br />
<br />
12 months later you got a strange note in your inbox saying:<br />
<br />
"Hey boss, we wanted to tell you that we're really close to researching something new that might help us to improve our cars. We'll get back to you once it's finished"<br />
<br />
Another 6 months later another note saying:<br />
<br />
"Hey boss, we made good use of our latest researchs and invented the FF Chassis which can now be used for upcoming chassis designs."<br />
<br />
Or a completely different situation:<br />
<br />
Suddenly a note in your inbox:<br />
<br />
"Hey boss, [Carbrand XY] invented something called the Flat engine. We believe if we invest at least 150.000 &#36; in researching this we will be able to make use of their technology too."<br />
<br />
You move to your Research Teams to find a button "Research Flat engine for 150.000&#36;" [YES] [NO] <br />
<br />
If you decided to allocate the money for their research you can use it immediately. If not you might able to use it 1-2 years later (unlocked via normal skillpoints) - cause the longer the technology is around the more likely your researchers are able to get informations about this technology.<br />
<br />
---<br />
<br />
I think something like that would breathe more life into research and make it a bit more realistic.<br />
<br />
I find myself way too often funding research teams cause i know there will be this 44.0 skill point requiring research in 1933 which i totally need so i should better start investing all the money every 3 months in 1914.<br />
<br />
And is this 3 month funding intended? You set the fundings the month before a quarter ends and get full bonus on skill points. Maybe lower funding costs but implement the requirement to fund every month of a quarter to get the full bonus?<br />
<br />
Thanks for reading all this (with my bad english and stuff) <img src="https://www.ventdev.com/forums/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_28" />]]></description>
			<content:encoded><![CDATA[Hey Eric,<br />
<br />
one thing that has come to my mind every now and then when i'm about to design a new car and went over to my research guys to ask them:<br />
<br />
"Hey guys... is there technology in the future that might be worth waiting for?"<br />
<br />
And then i wonder... how could they possibly know?<br />
<br />
So despite the nicety of knowing what's about to be developed in the next 20 years the overall feeling about it (since the rest of the game is so realistic with the newspaper and wars and all this) is odd.<br />
<br />
And if something new is invented it's like you're not even part of the car industry and can't invent anything yourself - you just got to be lucky enough to have well educated researches so that they can understand what others invented so you can use it too.<br />
<br />
Now imagine:<br />
<br />
You go into your research lab to check on how things are working out and you can see your different design skills and three pictures with questionsmarks in each design category on things they're working on.<br />
<br />
You don't know what it is... or when it will be researched. <br />
<br />
So you decide to leave again and do some other car tycoon stuff.<br />
<br />
12 months later you got a strange note in your inbox saying:<br />
<br />
"Hey boss, we wanted to tell you that we're really close to researching something new that might help us to improve our cars. We'll get back to you once it's finished"<br />
<br />
Another 6 months later another note saying:<br />
<br />
"Hey boss, we made good use of our latest researchs and invented the FF Chassis which can now be used for upcoming chassis designs."<br />
<br />
Or a completely different situation:<br />
<br />
Suddenly a note in your inbox:<br />
<br />
"Hey boss, [Carbrand XY] invented something called the Flat engine. We believe if we invest at least 150.000 &#36; in researching this we will be able to make use of their technology too."<br />
<br />
You move to your Research Teams to find a button "Research Flat engine for 150.000&#36;" [YES] [NO] <br />
<br />
If you decided to allocate the money for their research you can use it immediately. If not you might able to use it 1-2 years later (unlocked via normal skillpoints) - cause the longer the technology is around the more likely your researchers are able to get informations about this technology.<br />
<br />
---<br />
<br />
I think something like that would breathe more life into research and make it a bit more realistic.<br />
<br />
I find myself way too often funding research teams cause i know there will be this 44.0 skill point requiring research in 1933 which i totally need so i should better start investing all the money every 3 months in 1914.<br />
<br />
And is this 3 month funding intended? You set the fundings the month before a quarter ends and get full bonus on skill points. Maybe lower funding costs but implement the requirement to fund every month of a quarter to get the full bonus?<br />
<br />
Thanks for reading all this (with my bad english and stuff) <img src="https://www.ventdev.com/forums/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_28" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[UI Streamlining & Auto Command Ideas]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=2904</link>
			<pubDate>Wed, 08 Jun 2016 13:38:30 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7404">Waffles</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=2904</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Automotive Superlatives:</span><br />
<br />
Best Braking Category<br />
Best Cargo Capacity<br />
<br />
<span style="font-style: italic;" class="mycode_i">We get to see lots of stats on our cars through the magazine, I was hoping that there's still enough space for these two stats.<br />
</span><br />
MPH Units for speed (if possible)<br />
<span style="font-style: italic;" class="mycode_i"><br />
The stats appear as MPH in the RnD Department and other places, but not in the model comparison or the Automotive Superlatives area.</span><br />
<span style="font-weight: bold;" class="mycode_b"><br />
Auto Commands:</span><br />
<br />
"Upgrade All" button for factories<br />
<span style="font-style: italic;" class="mycode_i"><br />
If the player has the funds available, they should be able to upgrade all factories available for upgrade through the auto command menu.<br />
</span><br />
"Replace Model" also replaces the cars in the race setup menu<br />
<br />
<span style="font-style: italic;" class="mycode_i">I don't know if this is already a feature or not, it seems it was in the older versions. Just another time saving feature, the idea is to be able to replace the production and sales of your old model with the new one, and with this idea: also your race team's model.</span>]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Automotive Superlatives:</span><br />
<br />
Best Braking Category<br />
Best Cargo Capacity<br />
<br />
<span style="font-style: italic;" class="mycode_i">We get to see lots of stats on our cars through the magazine, I was hoping that there's still enough space for these two stats.<br />
</span><br />
MPH Units for speed (if possible)<br />
<span style="font-style: italic;" class="mycode_i"><br />
The stats appear as MPH in the RnD Department and other places, but not in the model comparison or the Automotive Superlatives area.</span><br />
<span style="font-weight: bold;" class="mycode_b"><br />
Auto Commands:</span><br />
<br />
"Upgrade All" button for factories<br />
<span style="font-style: italic;" class="mycode_i"><br />
If the player has the funds available, they should be able to upgrade all factories available for upgrade through the auto command menu.<br />
</span><br />
"Replace Model" also replaces the cars in the race setup menu<br />
<br />
<span style="font-style: italic;" class="mycode_i">I don't know if this is already a feature or not, it seems it was in the older versions. Just another time saving feature, the idea is to be able to replace the production and sales of your old model with the new one, and with this idea: also your race team's model.</span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Viewing non-public companies]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=2889</link>
			<pubDate>Mon, 16 May 2016 15:30:31 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7364">Holgin</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=2889</guid>
			<description><![CDATA[I really like the new stock interface with build 1.19.3.  I was just wondering if it would be possible to somehow see non-public companies in this view or a similar view?  I would not expect to see everything that you could see with the publicly traded companies, but maybe just the basics like number of factories, branches and models plus any marques that they own.  The financials aspects would be hidden.]]></description>
			<content:encoded><![CDATA[I really like the new stock interface with build 1.19.3.  I was just wondering if it would be possible to somehow see non-public companies in this view or a similar view?  I would not expect to see everything that you could see with the publicly traded companies, but maybe just the basics like number of factories, branches and models plus any marques that they own.  The financials aspects would be hidden.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Vehicle Name Randomizer Button]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=2888</link>
			<pubDate>Mon, 16 May 2016 15:10:38 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7404">Waffles</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=2888</guid>
			<description><![CDATA[I'm often at a loss to name my new car models. I like that it's a random name set as default, but it would be nice to cycle through some randomly picked names. You have a tiny space to shove a "Randomize" button next to the name, but I'm sure it's easier said than done. If it was available for anything that needed to be named like gearboxes and motors, that would be pretty sweet. The vehicle name randomizer would be very helpful]]></description>
			<content:encoded><![CDATA[I'm often at a loss to name my new car models. I like that it's a random name set as default, but it would be nice to cycle through some randomly picked names. You have a tiny space to shove a "Randomize" button next to the name, but I'm sure it's easier said than done. If it was available for anything that needed to be named like gearboxes and motors, that would be pretty sweet. The vehicle name randomizer would be very helpful]]></content:encoded>
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