IMO you should not rush it, make sure it's all god before you release it. Who cares if it's before or after the new year anyways, the important thing is that it is of good quality and comes reasonably fast.
That's why I said maybe, it's coming together way quicker than I thought, of course since the quality will not be as good as I want, I will take extra days as necessary to ensure it's as good as I can. P.S.: The car now weights as it should. Since the side mirrors are still not in, I will have to rebalance just a bit
It is coming along quick, can't wait to give it a go, we need more IRL cars and trucks, will the d-series suspension be part of this as a nice off-road build would be fun to mess around with? Well done on the progress so far.
Thank you, sadly the entire car is built around the Vivace platform, for as much realism as possible, so no extra parts will be available outside of that. I confirm only the P400 will be available, with the only option being the snorkel, but again, I'm open to anyone who might want to improve/add features to the mod of course.
Still a couple of things left to do, nothing major, but important stuff nonetheless, so it goes straight into 2022, but not by much:
Looks stunning and I see nothing skeptical about this! One suggestion to make this mod as superior as possible is to actually implement details/specs from the real-life counterpart, which one, the weights that you already did was fantastic. Good luck
Jorgepinto = Modding speedrunner : you should be in the BeamNG team, we would have updates more often !
The devs prefer a lot of attention to detail and innovative designs rather than making the thing as fast as possible, and they don't convert models from other games, so this kind of speedrunning is impossible for vanilla game... Also I wonder what the Jbeam looks like now since at the beginning it was a huge issue
Thank you! The engine performance is next, I'll try to make the figures as much of the same as possible. The one issue I encountered is, the car now weights as it should, but the suspension now rides way too low, and I'm not sure how to make it stronger to cope with the extra weight...any ideas? My biggest issue here is definitely the lack of crucial knowledge to solve certain problems as good as technically possible, this is not a mess, but it's filled with certain shortcomings in order to make things well, work. Jbeam is an example, every part has been adapted to their new shapes, but for example, the '3' group at the bonnet is raised more than normal, otherwise it starts to wiggle like crazy and deform. Another node in the rear right taillight is also a bit out of place since being to close to the hinges nodes makes the whole thing behave weirdly too, so far from dev-quality, I'll say that 1000 times, but at least it doesn't do weird things. When it comes to crashing well, nothing crazy, you will not see spiking 2 km long due to extreme forces, but the LOD0 is still taking its toll, so long story short, not good, not terrible. You'll be the judge. And yet again, anyone who might want to improve things up, including the jbeaming, is more than welcome to give it a go: EDIT: A damage pic. Again, could be better...but I guess it could be a lot worse. (And now for some reason after being damaged, the headlights change texture, that red you see there belongs to the taillights...weird)
Can you show the Jbeam in triangle view? It's hard to see the nodes when they are this close to the body, vanilla cars have them further away, but a high poly model needs them close to avoid spiking. The deformation looks decent considering that it's your first car mod and that the model is so high poly. I don't think there is a way to make it better other than replacing the model. About the wiggling group, lowering the rigidifier should fix it, and about the taillights, you should disable self-collision on that node, these problems are very common and in vanilla cars they are fixed the way I said most of the time. About suspension, have you tried just stiffening the springs? That's the most basic way to adapt it for higher weight.
Here you go: Thanks for the tips! Will try right away EDIT: The issue with the bonnet. I lowered the rigidifier, but...this happens if I lower those 3 nodes where they are supposed to be:
This looks pretty good, but on the rear wheel arches there are 2 nodes really close together, you might have to move the back one further back or else there might be spiking, unless that's on purpose. And also make sure that the door Jbeams are far away enough from the body Jbeam to avoid door deformation on spawn, hard to tell here if they are far enough now but seems like not quite. --- Post updated --- Check which nodes exactly are causing the deformation, and make sure they aren't too stressed but also don't "flop" due to being attached at too big angle
Just wait and be on topic please --- Post updated --- About the suspension: What you can do is give it extra "beamSpring" in the suspension jbeam file, not too much and test to find the "sweet spot." Since the car is too heavy, modify and increase the spring of the sway bars also so the car wont roll as much. I also highly suggest you to read this pretty outdated wiki on what each of the beam terms mean, I got some helpful knowledge out of there. wiki: https://wiki.beamng.com/Beams
Last update of the year! I finally got the suspension to sit where it should. Gear ratios are the same as in the real car, and the engine is pretty much the same in acceleration and horsepower for example. Also, foglights are done, and the optional snorkel is working