Front Axle. Having issues with track bar placement due to the engine placement due to the firewall and drive tunnel design and chassis design....
Reworking this section. Going to be going through a small logging yard. ….Pretty much just finished...I can't tell if I have a life or not...
Looks even nicer ! For me, it's working back.. A bit.. x3 They do want to take the jump straight ahead but it seems that they can also want to turn left (it's a one-way road, but okay..) when they're under the jump. --- Post updated --- It still can change (the ETK is the only one who brakes before the jump here, after several tries), but most of the time it works, just setting the "2" risk parameter in the official AI toolbox :3 So J to pause the game, tab > risk = 2, path = random, tab, same for each car except yours, and J again to start the race ^w^' --- Post updated --- Last update, I smoothed the road before the jump to give some speed to the AI and it worked at 90 % :3 (I'm the black & green sunburst)
Added some wing mirrors to the 3d model. The mirrors are not jbeam'd yet. All still WIP ofc. Ignore the front bumper for now, its a bit of a mess I am quite happy with how the car is driving on tarmac now. It doesn't take certain crests at full throttle very well (rear end can step out), but I am willing for that to be a quirk of the vehicle, since it can be completely mitigated by not pinning the throttle over near 0g crests. So I think the geometry is more or less "done". I'm sure that won't stop me from tweaking it every time I drive it though. The suspension is pretty good, but still isn't quite right. It doesn't take the small bumps well enough, leaving Italy feeling a bit like driving on roads made of white noise. So my goal is to try and make it more compliant, while also trying to not ruin how it feels on smooth roads. It is ultimately a compromise though, you can't have both. Not without electrically adjustable suspension, but this is a lightweight car (currently 1111kg), so it's not going to have that. Added a video to show current driving characteristics:
Honestly, looks like a blast to drive! Awd or RWD? ECS or not? Can hear the ABS working though If i were to choose one handling option for all cars it would be something like yours looks in the vid.
Its RWD. When put into Race mode ESC and TCS are disabled. The abs will have been doing its thing, but I wasn't stomping on the brakes to 100%, only pressing to the point where any more pressure would have no effect because of the abs. But certainly towards the end of the video the abs saved me on the heavy braking, especially since that road is bumpy leading to inconsistent grip levels.
That looks like it is a blast to drive around That digi-dash display is a particularly impressive piece of work . The body line along the side of the car looks great too. I know your mod is still a heavy WIP but (if you don't mind) I have a few suggestions: -Larger front lights. They seem to be disproportionately small -Better front bumper, less grills and maybe some fog lights (I know you are aware it doesn't look quite right) -Better textures. I know you're not up to texturing yet, but when you are it would be nice if you could have textured panel gaps and interior etc. This is all just my personal opinion based on my own tastes and preferences. I understand yours may be different and that is 100% okay. It is your mod, so feel free to do as you wish Great work so far, keep it up!
….I can't think of much else to do for my map. Just waiting on help for a few things really. Any ideas? here's a screenshot because shrug https://www.beamng.com/threads/douglas-rally-freeroam-rally-stage.60619/page-9
It would be interesting, and I thought of that ala Tarragonia, Spain (if I spelt that right) in DiRT4, but I already completed the route. I don't really have any other track pieces I'd rather change, so that too. Ignore the orange, it's MeshRoads I will delete after.
Done some stuff™ fixing up the front bumper. Far less shading errors now. It sounds obvious, but remember that the lights will not be block white on the finished model. The lower lighting clusters need more work done on the shaping, sine the lines on the outer sides of the car don't tie into the rest of the bumper as much as I would like. The ducts down the sides of them are in theory to reduce turbulence around the front wheels, ofc BeamNG doesn't simulate that sort of stuff I'm thinking something of this sort of style could work for daytime running lights:
If I had a dollar for every time that was said about one of my BeamNG cars, I could probably justify spending a lot more time making them
Do you mean making cars for BeamNG brands? Such as modern versions of the Covet etc? If so, I probably could. Not to the same standard as Gabester and his team though, they have way more experience than me (as well as more people and time). However, I don't see myself making BeamNG brand cars any time soon. While I could rehash the design language of the ETK K and 800 into different sized cars, it doesn't give the same creative freedom as designing my own, which is nice to have sometimes. While there is a lot to be learnt from doing that, I do also want to try and develop my own artistic style and process for designing cars, hopefully with each successive one looking better than the last. Granted though, I probably would design more appealingly styled cars in the short term if I did rehash stuff that already exists. For fun, here is a compilation of what I have made over the years*. From oldest to newest. *Not all inclusive, there is some stuff which I can't find photos of etc
Todays progress, completed race bumper, made beater parts and config (used new IdleRPMRoughness to enchance that) muchly nearing completion now.