- New engine sound samples but kept old exhaust sounds with new EQ. - Correct weight(compared to 1700kg before but now has 2030kg), - Correct Power and torque (707 hp and 881 nm), - New Gearbox(Tremec TR6060 6 speed manual). - Better FFB and steering lock angle for more smoother steering. - 20 inch wheel and tires unlike 19 inch before. - Correct top speed and drag coefficient. 195 mph for the challenger chassis. - 3.70 final drive for the rear differential and more. - I did not change the 3d. *The only thing missing is the supercharger whine since i had issues with getting the supercharger parts to work but instead i made the engine have more inertia and power to compensate so basically the whine is missing. I hope to fix that in the future. I have literally the opposite. I have supercharger whine, but no engine sound
This car is awesome and still works !! ill be having a showcase video come out on it later today. https://youtube.com/shorts/BxAx7VnVmIs?feature=share
I HAVE SOUND NOW! WINRAR WAS INTERFERING WITH THE FILES!!!! --- Post updated --- In order for it to work, you have to keep the file zipped and put it into the mods folder rather than the vehicles folder
I usually put vehicle mods in the vehicles folder and they usually work to keep it more organized. However, I did put the mod in the mods folder with WinRar installed, and it didn't work, so the problem was WinRar
I can see you're new to the game, let me explain this to you in a simple way. The vehicles folder is exclusively for official vanilla vehicle zip files. the mods folder is for third party external content. The vehicles folder is kept in the global BeamNG files installation directory (i.e C:/Program Files (x86)/...). The mods folder is kept in your %localappdata% folder, which is for each Windows user. If you put your mods inside the vehicles folder, this will cause problems: Map/UI mods will not work, because they are different types of mods than vehicle mods. The vehicles folder gets reset every time BeamNG gets updated. This means that your mods will be deleted, and your collection lost. What if one of your mods is broken and you don't know which one, and you try loading Safe Mode to disable mods, to check what mod is broken? Then, your game still remains broken, because BeamNG doesn't know what is and isn't vanilla/default content. Clutters up the contents of the game, making it much harder to organize your mods. I recommend you put your mods' .zip files inside the mods folder. Custom mod content is separate from vanilla content Allows auto-updating mods Lets the game check incompatibility of mods automatically You can make subfolders within the mods folder, e.g bmw, etk, etc. which let you organize the mods how you want.
I didn't, I read the whole thing, and I will keep his suggestions in the back of my mind because my friends have Beamng and can't install mods --- Post updated --- Also, I had trouble with the Player Weapons and Guns mod you made, and I figured it out as well as this mod. But why are you commenting on some random Hellcat mod?
I'm not the one who made the weapons mod... And anyone can comment where they want, I don't see a problem with this
Also, I had trouble with the Player Weapons and Guns mod you made, and I figured it out as w I saw that the guy who made it mention you, and I'm not saying it's a problem. I'm just saying that you always seem to comment on like every mod xd
Nah, he's right (below), they go in the mods folder. Vehicles is only for official vehicles. I would know. 2k.
But... why? Why put it in that folder when the mods folder is made for that? It just makes no sense to me. Putting mods in the vehicles folder = Putting mods in the mods/ repo folders =
Maybe its just me but the car has really small steering angle. Maybe there is new version of this mod which does not have this issue? --- Post updated --- I have the same problem with turning and I could not find update for this