i found when I was making my legran limo's Jbeam, that it's best to completely comment out all the beams and triangles connecting the two halves.
Refined my node setup for heightmaps, basically just a simplified version of LFJHutch's heightmap renderer in cycles. I have learned a lot by recreating it though, next I'm going to work on adding materials based on rgb which should be pretty easy.
Yeah, as 'Zoll already said, you should just comment out those long beams between the halves. They're too long so that's why they explode with the old spring and damp values. The Burnside's middle section is about as long as the front and rear door sections so didn't even have to edit the values there.
I started adding skin support to the Kashira, but it's given me far too much power, and I ended up creating this cursed monstrosity... Edit: Much better...
Heh, I'm not giving up on this map mod/edit thing after what happened. Also it'll be better than before
Yes! Thank you for persevering through! I really enjoyed watching the progress on this map and can't wait to see more of the new version.
Lets see if I can hype this up, The three cars for the aforementioned Hawk Motor Co. (In wireframe due to me not wanting to show too much) W-3 M120 G2 (I forgot to remove an apparatus from the rear of the W-3, just dismiss it.)
….Off-topic, but you made an account in 2012, and your first message is in 2019? I'm so confused... Also, plane looks awesome.
Did a bit of visual work before I start blocking out some more roads, even now the map is starting to look halfway decent.
Some progress on the suspension of the Fintray This morning it drove like this: As you can see, quite a few vibrations in the front suspension when driving fast. This really kills the performance and drivability and I have been trying to solve it for a few weeks now. I know what causes it, it is the fact that the double wishbone consists out of four nodes and that the kingpin is NOT part of that. It looks like this: As you can see, the distance between 1 and 2 and 7 and 8 is not that big. Many nodes in such a small place with a lot of forces on them means that they are a pain to work with. They have to be light, they have to be rigid etc. You also have some constraints: To make it move like the real car, the arm lenghts and node locations are somewhat fixed. If I did not go for this realism, I wouldn't have used a setup like this in the first place. So now how to solve it? I added a node that is connected to the kingpin and the arms (nodes 1,2,7,8) this helped a bit. This node is already in the first video. I also played with making the arms wider(y-coordinate) and this also helped a bit. Then I took a look at the behaviour in 100x slow motion and noticed that this vibration is amplified by the frame. So I did the logical thing and completely redid it. The first try used a bit too high beamsprings: Then after optimising the beamspring and damp a bit: The stress of the vehicle: That is not much So I took it for a lap and a bit on Hirochi Raceway: See for yourself
Usually games have snowplow set up as rigid, not sure how you have setup it, but this is how I see way to replicate how they work in reality: Orange is a spring/damper thing, red is what lifts up whole thing, then there is small ski/sliding pad which keeps bottom of plow very slightly off the surface, height of ski/sliding pad is adjustable and at lowered position whole thing can move up and down pivoting from attachment point, it is resting on that ski/sliding pad which there is usually two, one on each side. Some models allow side to side adjustment, rotating on three axis and tilting around Y axis based on uneven ground, I don't even know all of the possible things they have now. So those sliding pads are often which creates sparks and horrible noise. Some plows have rubber on bottom so they can clear snow more accurately. That is made so that when plow hits solid object, it tilts and truck does not go on it's roof or end up with it's frame bend. Back in old days when arrow shaped plows were used, those were at least in some cases rigid and caused some wrecks when tip hit some frozen rock on gravel road. Anyway you might already know all this, but thought I share in case it is useful for someone. Looking forward of your snow plow mod, something I have missed. I wonder if it is possible to make it compatible also for EU semi truck mod by Synsol as that is heavily based on Jalkku's 8x8 truck mod which is heavily based on T-series?