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Hirochi SBR4

Discussion in 'Official Content' started by gabester, May 31, 2013.

  1. Mario64iscool2

    Mario64iscool2
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    Joined:
    Mar 20, 2016
    Messages:
    124
    Can we get some fixes on the Skin UVs for the eSBR? Skins don't work properly. Either a) make the eSBR have a separate Skin UV set, or b) fix the skin mapping.
     
  2. IloveFords

    IloveFords
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    Joined:
    Jul 5, 2016
    Messages:
    201
    i would like it if the eSBR4 headlights and taillights were able to fit on the regular sbr4
     
    • Agree Agree x 1
  3. STEVIE_G4M1NG_YT

    STEVIE_G4M1NG_YT
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    May 26, 2017
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    662
    Reminder: It's eSBR, not eSBR4
     
    • Informative Informative x 1
  4. ManfredE3

    ManfredE3
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    Jan 9, 2016
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    2,269
    But it's just a facelift of the same platform. Would be easy and make sense to properly introduce a facelift ICE version, as it would probably just be the new lights on a body kit somewhere in between the 2 we currently have.
     
    • Agree Agree x 3
  5. IloveFords

    IloveFords
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    Jul 5, 2016
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    that would look awesome!
     
    • Agree Agree x 2
  6. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

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    14,680
    The eSBR already have skin support.
    Since they use a separate material (sbr_efacelift), you must not forget to create a skin material for it too (skin.sbr_efacelift.SkinName).
    They are mapped over the regular parts for the secondary UV.
     
  7. dsotoson 2

    dsotoson 2
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    Mar 17, 2017
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    63
    they do its my profile pic right now
     
  8. Cool12345

    Cool12345
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    May 2, 2019
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  9. esesel

    esesel
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    Feb 18, 2019
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    740
    Am i the only one that thinks the handling of tge sbr4 feels kinda off its almost impossible not to understeer at any speed... oversteering above 30 kph is literally impossible... And the brakes.. especially on the esbr lineup are just.. wierd i cant explain it.. the acceleration from 0-100 takes less time and distance then from 100-0.. that should be impossible (and i tried evreything.. removing abs changing tires...)
     
  10. Mario64iscool2

    Mario64iscool2
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    Joined:
    Mar 20, 2016
    Messages:
    124
    It doesn't seem to be working.

    Code:
    singleton Material("sbr.skin.luigi")
    {
        mapTo = "sbr.skin.luigi";
        overlayMap[2] = "vehicles/sbr/marioluigi/luigi_skin.dds";
        diffuseMap[2] = "vehicles/sbr/sbr_c.dds";
        specularMap[2] = "vehicles/sbr/sbr_s.dds";
        normalMap[2] = "vehicles/sbr/sbr_n.dds";
        diffuseMap[1] = "vehicles/sbr/sbr_d.dds";
        specularMap[1] = "vehicles/sbr/sbr_s.dds";
        normalMap[1] = "vehicles/sbr/sbr_n.dds";
        diffuseMap[0] = "vehicles/common/null.dds";
        specularMap[0] = "vehicles/common/null.dds";
        normalMap[0] = "vehicles/sbr/sbr_n.dds";
        specularPower[0] = "128";
        pixelSpecular[0] = "1";
        specularPower[1] = "32";
        pixelSpecular[1] = "1";
        specularPower[2] = "128";
        pixelSpecular[2] = "1";
        diffuseColor[0] = "1 1 1 1";
        diffuseColor[1] = "1 1 1 1";
        diffuseColor[2] = "1 1 1 1";
        useAnisotropic[0] = "1";
        useAnisotropic[1] = "1";
        useAnisotropic[2] = "1";
        castShadows = "1";
        translucent = "1";
        translucentBlendOp = "None";
        alphaTest = "0";
        alphaRef = "0";
        dynamicCubemap = true;
        instanceDiffuse[2] = true;
        materialTag0 = "beamng"; materialTag1 = "vehicle";
    };
    
    singleton Material("sbr.skin.mario")
    {
        mapTo = "sbr.skin.mario";
        overlayMap[2] = "vehicles/sbr/marioluigi/mario_skin.dds";
        diffuseMap[2] = "vehicles/sbr/sbr_c.dds";
        specularMap[2] = "vehicles/sbr/sbr_s.dds";
        normalMap[2] = "vehicles/sbr/sbr_n.dds";
        diffuseMap[1] = "vehicles/sbr/sbr_d.dds";
        specularMap[1] = "vehicles/sbr/sbr_s.dds";
        normalMap[1] = "vehicles/sbr/sbr_n.dds";
        diffuseMap[0] = "vehicles/common/null.dds";
        specularMap[0] = "vehicles/common/null.dds";
        normalMap[0] = "vehicles/sbr/sbr_n.dds";
        specularPower[0] = "128";
        pixelSpecular[0] = "1";
        specularPower[1] = "32";
        pixelSpecular[1] = "1";
        specularPower[2] = "128";
        pixelSpecular[2] = "1";
        diffuseColor[0] = "1 1 1 1";
        diffuseColor[1] = "1 1 1 1";
        diffuseColor[2] = "1 1 1 1";
        useAnisotropic[0] = "1";
        useAnisotropic[1] = "1";
        useAnisotropic[2] = "1";
        castShadows = "1";
        translucent = "1";
        translucentBlendOp = "None";
        alphaTest = "0";
        alphaRef = "0";
        dynamicCubemap = true;
        instanceDiffuse[2] = true;
        materialTag0 = "beamng"; materialTag1 = "vehicle";
    };
    
    singleton Material("sbr_efacelift.skin.luigi")
    {
        mapTo = "sbr_efacelift.skin.luigi";
        overlayMap[2] = "vehicles/sbr/marioluigi/luigi_skin.dds";
        diffuseMap[2] = "vehicles/sbr/sbr_c.dds";
        specularMap[2] = "vehicles/sbr/sbr_s.dds";
        normalMap[2] = "vehicles/sbr/sbr_n.dds";
        diffuseMap[1] = "vehicles/sbr/sbr_d.dds";
        specularMap[1] = "vehicles/sbr/sbr_s.dds";
        normalMap[1] = "vehicles/sbr/sbr_n.dds";
        diffuseMap[0] = "vehicles/common/null.dds";
        specularMap[0] = "vehicles/common/null.dds";
        normalMap[0] = "vehicles/sbr/sbr_n.dds";
        specularPower[0] = "128";
        pixelSpecular[0] = "1";
        specularPower[1] = "32";
        pixelSpecular[1] = "1";
        specularPower[2] = "128";
        pixelSpecular[2] = "1";
        diffuseColor[0] = "1 1 1 1";
        diffuseColor[1] = "1 1 1 1";
        diffuseColor[2] = "1 1 1 1";
        useAnisotropic[0] = "1";
        useAnisotropic[1] = "1";
        useAnisotropic[2] = "1";
        castShadows = "1";
        translucent = "1";
        translucentBlendOp = "None";
        alphaTest = "0";
        alphaRef = "0";
        dynamicCubemap = true;
        instanceDiffuse[2] = true;
        materialTag0 = "beamng"; materialTag1 = "vehicle";
    };
    
    singleton Material("sbr_efacelift.skin.mario")
    {
        mapTo = "sbr.efacelift.skin.mario";
        overlayMap[2] = "vehicles/sbr/marioluigi/mario_skin.dds";
        diffuseMap[2] = "vehicles/sbr/sbr_efacelift_c.dds";
        specularMap[2] = "vehicles/sbr/sbr_efacelift_s.dds";
        normalMap[2] = "vehicles/sbr/sbr_efacelift_n.dds";
        diffuseMap[1] = "vehicles/sbr/sbr_efacelift_d.dds";
        specularMap[1] = "vehicles/sbr/sbr_efacelift_s.dds";
        normalMap[1] = "vehicles/sbr/sbr_efacelift_n.dds";
        diffuseMap[0] = "vehicles/common/null.dds";
        specularMap[0] = "vehicles/common/null.dds";
        normalMap[0] = "vehicles/sbr/sbr_efacelift_n.dds";
        specularPower[0] = "128";
        pixelSpecular[0] = "1";
        specularPower[1] = "32";
        pixelSpecular[1] = "1";
        specularPower[2] = "128";
        pixelSpecular[2] = "1";
        diffuseColor[0] = "1 1 1 1";
        diffuseColor[1] = "1 1 1 1";
        diffuseColor[2] = "1 1 1 1";
        useAnisotropic[0] = "1";
        useAnisotropic[1] = "1";
        useAnisotropic[2] = "1";
        castShadows = "1";
        translucent = "1";
        translucentBlendOp = "None";
        alphaTest = "0";
        alphaRef = "0";
        dynamicCubemap = true;
        instanceDiffuse[2] = true;
        materialTag0 = "beamng"; materialTag1 = "vehicle";
    };
    
    singleton Material("sbr.skin.waluigi")
    {
        mapTo = "sbr.skin.waluigi";
        overlayMap[2] = "vehicles/sbr/marioluigi/waluigi_skin.dds";
        diffuseMap[2] = "vehicles/sbr/sbr_c.dds";
        specularMap[2] = "vehicles/sbr/sbr_s.dds";
        normalMap[2] = "vehicles/sbr/sbr_n.dds";
        diffuseMap[1] = "vehicles/sbr/sbr_d.dds";
        specularMap[1] = "vehicles/sbr/sbr_s.dds";
        normalMap[1] = "vehicles/sbr/sbr_n.dds";
        diffuseMap[0] = "vehicles/common/null.dds";
        specularMap[0] = "vehicles/common/null.dds";
        normalMap[0] = "vehicles/sbr/sbr_n.dds";
        specularPower[0] = "128";
        pixelSpecular[0] = "1";
        specularPower[1] = "32";
        pixelSpecular[1] = "1";
        specularPower[2] = "128";
        pixelSpecular[2] = "1";
        diffuseColor[0] = "1 1 1 1";
        diffuseColor[1] = "1 1 1 1";
        diffuseColor[2] = "1 1 1 1";
        useAnisotropic[0] = "1";
        useAnisotropic[1] = "1";
        useAnisotropic[2] = "1";
        castShadows = "1";
        translucent = "1";
        translucentBlendOp = "None";
        alphaTest = "0";
        alphaRef = "0";
        dynamicCubemap = true;
        instanceDiffuse[2] = true;
        materialTag0 = "beamng"; materialTag1 = "vehicle";
    };
    
    singleton Material("sbr.skin.wario")
    {
        mapTo = "sbr.skin.wario";
        overlayMap[2] = "vehicles/sbr/marioluigi/wario_skin.dds";
        diffuseMap[2] = "vehicles/sbr/sbr_c.dds";
        specularMap[2] = "vehicles/sbr/sbr_s.dds";
        normalMap[2] = "vehicles/sbr/sbr_n.dds";
        diffuseMap[1] = "vehicles/sbr/sbr_d.dds";
        specularMap[1] = "vehicles/sbr/sbr_s.dds";
        normalMap[1] = "vehicles/sbr/sbr_n.dds";
        diffuseMap[0] = "vehicles/common/null.dds";
        specularMap[0] = "vehicles/common/null.dds";
        normalMap[0] = "vehicles/sbr/sbr_n.dds";
        specularPower[0] = "128";
        pixelSpecular[0] = "1";
        specularPower[1] = "32";
        pixelSpecular[1] = "1";
        specularPower[2] = "128";
        pixelSpecular[2] = "1";
        diffuseColor[0] = "1 1 1 1";
        diffuseColor[1] = "1 1 1 1";
        diffuseColor[2] = "1 1 1 1";
        useAnisotropic[0] = "1";
        useAnisotropic[1] = "1";
        useAnisotropic[2] = "1";
        castShadows = "1";
        translucent = "1";
        translucentBlendOp = "None";
        alphaTest = "0";
        alphaRef = "0";
        dynamicCubemap = true;
        instanceDiffuse[2] = true;
        materialTag0 = "beamng"; materialTag1 = "vehicle";
    };
    
    singleton Material("sbr_efacelift.skin.waluigi")
    {
        mapTo = "sbr_efacelift.skin.waluigi";
        overlayMap[2] = "vehicles/sbr/marioluigi/waluigi_skin.dds";
        diffuseMap[2] = "vehicles/sbr/sbr_c.dds";
        specularMap[2] = "vehicles/sbr/sbr_s.dds";
        normalMap[2] = "vehicles/sbr/sbr_n.dds";
        diffuseMap[1] = "vehicles/sbr/sbr_d.dds";
        specularMap[1] = "vehicles/sbr/sbr_s.dds";
        normalMap[1] = "vehicles/sbr/sbr_n.dds";
        diffuseMap[0] = "vehicles/common/null.dds";
        specularMap[0] = "vehicles/common/null.dds";
        normalMap[0] = "vehicles/sbr/sbr_n.dds";
        specularPower[0] = "128";
        pixelSpecular[0] = "1";
        specularPower[1] = "32";
        pixelSpecular[1] = "1";
        specularPower[2] = "128";
        pixelSpecular[2] = "1";
        diffuseColor[0] = "1 1 1 1";
        diffuseColor[1] = "1 1 1 1";
        diffuseColor[2] = "1 1 1 1";
        useAnisotropic[0] = "1";
        useAnisotropic[1] = "1";
        useAnisotropic[2] = "1";
        castShadows = "1";
        translucent = "1";
        translucentBlendOp = "None";
        alphaTest = "0";
        alphaRef = "0";
        dynamicCubemap = true;
        instanceDiffuse[2] = true;
        materialTag0 = "beamng"; materialTag1 = "vehicle";
    };
    
    singleton Material("sbr_efacelift.skin.wario")
    {
        mapTo = "sbr_efacelift.skin.wario";
        overlayMap[2] = "vehicles/sbr/marioluigi/wario_skin.dds";
        diffuseMap[2] = "vehicles/sbr/sbr_c.dds";
        specularMap[2] = "vehicles/sbr/sbr_s.dds";
        normalMap[2] = "vehicles/sbr/sbr_n.dds";
        diffuseMap[1] = "vehicles/sbr/sbr_d.dds";
        specularMap[1] = "vehicles/sbr/sbr_s.dds";
        normalMap[1] = "vehicles/sbr/sbr_n.dds";
        diffuseMap[0] = "vehicles/common/null.dds";
        specularMap[0] = "vehicles/common/null.dds";
        normalMap[0] = "vehicles/sbr/sbr_n.dds";
        specularPower[0] = "128";
        pixelSpecular[0] = "1";
        specularPower[1] = "32";
        pixelSpecular[1] = "1";
        specularPower[2] = "128";
        pixelSpecular[2] = "1";
        diffuseColor[0] = "1 1 1 1";
        diffuseColor[1] = "1 1 1 1";
        diffuseColor[2] = "1 1 1 1";
        useAnisotropic[0] = "1";
        useAnisotropic[1] = "1";
        useAnisotropic[2] = "1";
        castShadows = "1";
        translucent = "1";
        translucentBlendOp = "None";
        alphaTest = "0";
        alphaRef = "0";
        dynamicCubemap = true;
        instanceDiffuse[2] = true;
        materialTag0 = "beamng"; materialTag1 = "vehicle";
    };
    
     
  11. Capkirk

    Capkirk
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    Joined:
    Nov 19, 2017
    Messages:
    673
    What mode is the ESC in? Especially with the most recent update, it does a very good job of preventing oversteer. Without it, the SBR will oversteer like every other rear engined sports car, which is a lot.
     
  12. esesel

    esesel
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    Joined:
    Feb 18, 2019
    Messages:
    740
    Most variants of the sbr4 are awd.. hence the name (Shooting Brake, Rear engine, 4 wheeldrive) my problem is understeering and weak breaks.. most of the time i have esc, tc and abs off because the car is more fun that way my problem is not oversteering which is almost impossible in the sbr4. Btw i drive with wheel and pedals i cant say if the handling is better with a Controller?
    --- Post updated ---
    Well snap oversteer is possible but thats easily avoidable
     
  13. fufsgfen

    fufsgfen
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    Joined:
    Jan 10, 2017
    Messages:
    6,782
    Depends from config of SBR I guess, I did try RWD TT something, it is dark colored one with manual transmission and for me it does pretty much what I ask from it.
    (video should be live in 20 minutes or so, YT is slow again and I'm short in patience.)
    Wisely I did place steering app so that you can't see a thing from it...

    On last lap I did try to drive it bit more like driving FR car and when turbos spool it is liking to go sideways easily, with turbo cars you kinda have to back off from throttle as you get turbos going, so they can be pretty annoying to drive at times. That variant is pretty challenging to drive, I kind of fear it and then I'm fearing too much which result bad cornering etc.

    Then again I drive ESC off, ESC on, car is miserable experience but then again many cars IRL are miserable until you find way to disable ESC.
     
  14. aDaWaN

    aDaWaN
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    Joined:
    Aug 4, 2013
    Messages:
    10
    The ICE powered SBR is pretty nice and the handling balance is good.
    The eSBR not so much, dynamically there is quite a few things wrong with the eSBR.

    With much more weight between the axles, the eSBR runs a way too wide rear and/or a way to narrow front tire.
    If you put a square setup (same width tire front and rear), the handling already improves dramatically.
    The eSBR spring / damper / sway bar package is also not well tuned for balance either, it has quite a lot of understeer even with a square tire setup.

    Second thing is the torque split for the AWD variants of the eSBR. There is way too much torque sent to the front wheels.
    This causes the front wheels to spin at less than 1/3 of throttle.
    If you put the eSBR 500 front motor in the eSBR 800, the driving experience is already much nicer.
    Torque mapping should be determined dynamically by the car electronics, based on throttle input, driving mode, steering input and yaw.

    Third thing is the traction control, is reacts way too slow. Sometimes wheels make 2 to 3 full rotations spinning before the traction control cuts in.
    The wheel speed sensors in a real car have more than 30 teeth per rotation. The car electronics can read wheel speed acceleration 30 times per rotation.
    Traction control should be able to very precisely control wheel speed and slip, much quicker than it does now in the game.
    Also I think the traction control of the front axle should be a complete separate control loop from the rear, as the electronics can very precisely control the torque output individually.

    Last thing is the throttle pedal mapping, it is way too aggressive for normal driving. It is almost impossible to keep a constant speed of 30 km/h / 20 mph with the eSBR 800, even with a wheel and pedals. We really need different driving modes with a more modest and dampened throttle mapping for normal driving.
     
    • Informative Informative x 2
  15. Capkirk

    Capkirk
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    Joined:
    Nov 19, 2017
    Messages:
    673
    Most of that due to the motor controller for the eSBR being set up badly. It uses a constant power controller, and will try to maintain a constant power output for any given RPM. However, because power=PRM*torque, as the RPM approaches 0, torque approaches infinity, which means the motors will always be at 100% throttle at low speeds no matter your throttle position. This makes it really hard for anything to control, so it's impossible to go below a certain speed, hold yourself on a hill with throttle, and the ESC trying to cut throttle has almost no effect unless it is extremely aggressive (if the motor controller is requesting infinite torque, cutting the throttle by 90% is still infinity)
     
    • Informative Informative x 2
    • Agree Agree x 1
  16. default0.0player

    default0.0player
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    Joined:
    Nov 30, 2018
    Messages:
    1,924
    It seems that the devs forgot to adjust the Wastegate Pressure on the SBR4 Hillclimb. This leads to the lowest value 12 psi. In 0.16 the pressure is 24 psi IIRC.
    Looking inside the .pc files I found that there's no "$wastegateStart": value, while the Sunburst and the Pessima have one.
     
  17. NGAP NSO Shotgun Chuck

    NGAP NSO Shotgun Chuck
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    Joined:
    Mar 6, 2015
    Messages:
    1,407
    May be a mistake (apparently they changed something to do with engine tuning), but it may also be deliberate as the SBR4 hillclimb was wicked OP compared to the other two.
     
  18. MrAnnoyingDude

    MrAnnoyingDude
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    Joined:
    May 4, 2016
    Messages:
    2,006
    Hillclimb cars are wicked OP in real life. Some even get into 1000 HP/ton territory, like the Peugeot 208.
     
  19. NGAP NSO Shotgun Chuck

    NGAP NSO Shotgun Chuck
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    Joined:
    Mar 6, 2015
    Messages:
    1,407
    I meant compared to the other two hillclimb cars currently in the game.
     
  20. default0.0player

    default0.0player
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    Joined:
    Nov 30, 2018
    Messages:
    1,924
    Understand, in 0.17 the engine internals use multiply to the original engine parameters.
    However IDK if the nerf is intentional, Now the Sunburst Hillclimb is actually faster.
    --- Post updated ---
    Unfortunately, this "constant power" problem is not fixed in 0.17 update.
     
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