Outdated Formula Cherrier F320 1.5

Beginner friendly open-wheeler

  1. CarGuy001

    CarGuy001
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    HI,any time i try to drive the car, it starts being starved of oil and eventually seizing
     
  2. LucasBE

    LucasBE
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    You probably have conflicting mods that cause this because this doesn't happen to me or any beta tester.
     
  3. Jakux

    Jakux
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    I really don`t know what to say about this bug:
    screenshot_2020-08-23_12-29-51.png Removed front wing
    screenshot_2020-08-23_12-30-11.png Removed rear wing
     
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  4. LucasBE

    LucasBE
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    It's fixed in my dev version so it'll be fixed in the next update
     
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  5. P_enta

    P_enta
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    I really love the engine sounds. Just wanted to say that. The whole mod is very put together!
     
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  6. Kirby_49

    Kirby_49
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    it's a lot of fun to drive, it's more easier than the FR17.
     
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  7. LucasBE

    LucasBE
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  8. mustang flyer

    mustang flyer
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    hey, i love this mod, so, great work. after the last update, everytime i go to drive it, the engine starves itself of oil, any reason this could be. (it locks the engine up after abt 20-30 seconds)
     
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  9. LucasBE

    LucasBE
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    as said earlier this is probably caused by another mod since that doesn't happen to me or any beta tester and it's all stock vivace values for about everything
     
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  10. LucasBE

    LucasBE
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  11. TriNitroToluene_Man

    TriNitroToluene_Man
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    Jul 26, 2019
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    If more skins get created for this mod, can we get a GP3 2018 ART inspired skin to honor Anthoine Hubert's 2018 Championship winning car.
     
  12. LucasBE

    LucasBE
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    I was actually thinking about doing a livery like this the other day. And I love the idea of doing it in Anthoine's honor =)
     
  13. Seawolf9214u8

    Seawolf9214u8
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    That would open a whole new pandora's box of people wanting to replicate hubert's crash in beam.
     
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  14. LucasBE

    LucasBE
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    no since he crashed in a F2
    and honestly that's a huge lack of respect, I hope people won't do that anyway
     
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  15. bmwcrazy456

    bmwcrazy456
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    I just gotta say - such an amazing mod - and a pleasure to drive!

    In my opinion Beamng is a driving game, and this fulfills that perfectly - like the school bus, i cannot get enough of this car!


    That was not meant as an insult. Both cars feel very nice to drive and seem driver-focused - with crashes as an afterthought

    Hopefully we get more features like DRS - I love it :)
    --- Post updated ---
    Is there a good tow point/solid node to tow it with?
    --- Post updated ---
    Also, more systems like DRS would be awesome!
     
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  16. LucasBE

    LucasBE
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    the rear end has 4 nodes/points you can use if you want to "tow" it
    other than that not really, didn't think anyone would want to tow it :confused:
     
  17. bmwcrazy456

    bmwcrazy456
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    I got stuck, but wanted to retain engine temp is all :)

    So i rigged a gavril roamer and pulled it out.
    --- Post updated ---
    Now, the following is not a criticism, but a legit question. No matter the answer, I love the mod, but I am legitimately curious. Please excuse my neurotic over-citation of things, I do way to many political papers and every point is backed up by a quote or fact. It's just how I write :/

    The entire point of BeamNG, according to the Devs is:
    • BeamNG.drive is a realistic, immersive driving game offering near-limitless possibilities. Our soft-body physics engine simulates every component of a vehicle in real time, resulting in realistic, dynamic behavior. (blog.beamng.com)
    • Users in our community have already made planes and helicopters that fly purely with the existing vehicle aerodynamic physics, with no cheating* whatsoever. BeamNG can simulate aircraft in a very authentic way due to its soft-body physics. All the flex that happens to a real plane’s airframe arises naturally in BeamNG, and the consequences of excessive stress are also modeled. Fly too fast and your wings will start to bend and rip off. The potential for the BeamNG physics engine is huge.
    • BeamNG.drive features detailed soft-body physics, simulating every component of a vehicle in real time using nodes (mass points) and beams (springs) for the most detailed, authentic, and versatile simulation ever seen in a game
    Based on that, BeamNG was made as a driving game with the focus on simulating every aspect of a vehicle. That's why we have crashes the way we do - textures in a crash are minimal; yet the body itself changes; since that body was being simulated. My question then is;
    does the lack of crashibility indicate some form of 'cheating'* on your part to make the car as good as you did? If it didn't; I'd expect more shearing off of parts, since they are simulated individually by the nature of beamng and the way cars work.
    • (Paraphrasing, the original was lost in an old article :( ) The crashes are just the aftereffect of the thorough simulation of every part of the car -a dev
    Really, my question is; did you play with physics to make the car work, change things that would make it less realistic long term (parts don't exist, just there for looks, aero is permanent, etc). Is it a car that just can't be dented? Are there future plans?

    See, I've always noticed that cars that are the best - best in driving and most like their real-life counterpart - tend to have pretty solid crash physics, yet car mods made 'solely for driving' fall apart should anything go wrong (yet feel amazing up till then). But this mod breaks even that logic.
    The suspension is simulated beautifully until it crashes, even slightly (jumps, dips, etc). While other really well driving cars, like yours, get suspension damage, yours breaks.
    The aero is amazing - until it gets hit by something, perhaps another car. Then it just doesn't seem to work, yet this is not the case on the other well driving cars.

    Effectively, my question is, how did you get the car to handle so well with terrible damage simulation? It is an absolute joy to drive, and until I wreck it, it feels flawless. So, with (in the context of beam) good crashes (or, more accurately, damage/wear) and good, realistic driving going hand in hand - how did you get it to drive so well and realistically up to the point of damage when the fundamental rules of the 'not-cheating'* say that they go hand in hand?

    *Bending laws of physics for the car

    Please don't take this as a complaint, it isn't, instead, more of a foolproof question to ensure that you know exactly what I am asking.
     
  18. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

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    Fast open-wheel cars are quite different than other kinds of cars in BeamNG, because much higher forces are being simulated on the wheels and suspension. It is not "cheating", but more like pushing the game's physics system to the limit, where you can't have both realistic crashing and and realistic handling. The reason is because wheels are the most inaccurately (but still really well) simulated physical parts of the car. They stretch MUCH more than real life wheels, generating extra forces, and to put it simply, if you used real life values the open-wheel car would fall apart when driving at high speed. So in order to fix it, you either make the car unrealistically strong, or mess with downforce like in the FR17 (which results in the "flying glitch"). This is how I understand it, it might not be fully true but it makes sense to me. And the reason why wheels stretch so much could be because jbeam-wise they are not circles but polygons, there's some advanced maths and physics going here.
     
  19. Red Dark Plays

    Red Dark Plays
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    Aug 28, 2020
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    a F2 mod could be future mod but this will do for now cool mod 5 stars!
     
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  20. LucasBE

    LucasBE
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    To answer your question we first need to understand how BeamNG.drive's physics system works :

    The model that the user sees is purely visual. Nothing on the car's model will change anything physics related. Everything is calculated based on a "2nd model", invisible to the user, that we call a Jbeam or N/B structure.
    screenshot_2020-08-10_00-07-57.png
    (you can toggle a debug view similar to this one using CTRL + B in-game)

    That structure needs to have a low "Node count" (those yellow and blue dots are called Nodes, they have a weight value. Less nodes = less weight. extremely important on a racing car) and yet still be detailed to simulate crashing physics. They are kind of like hitboxes from other games
    This structure also contains Beams (Links between nodes. They are a bit like bridges. They can have a stiffness value, damping value, and oh so much more.)

    The Beams are the F320's main concern. To make the car handle very well, it has to be stiff. That's just how racecars work. Stiffer car = better car
    You can not have body parts being "ripped off" without implementing proper tearing zones. The F320 has 3 of them : the front and rear wing, and the floor (carbon piece underneath the car that looks like a big plate). They both detach based on Beams that can break and connect the wing to the chassis. if those beams break, the wing falls off. Other regular beams on the car don't break


    On the F320, everything has its purpose. Nothing is there only for the looks. The DRS is really a plate that moves up and down on the rear wing, decreasing downforce and drag, making the car faster in a straight line and more unstable in corners : like in real life.

    Aero is also only simulated on the wings, the diffuser, and on the floor of the car. That's why you rapidly lose downforce (and therefore grip) when the wings and the floor fall off

    All cars in BeamNG also simulate suspension damage. The F320 being an open-wheeler, it's simply more punishing.

    Overall, the most important factor that made the F320 so stiff and "not made for crashes", was the stiffness of the body that was needed for it to handle well. My amateur Jbeaming skills were also playing a big role in that. Next open wheeler I'll make will be fully destructible, yet stiff, like in real life.

    Thank you for your interest =)
     
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