Bodykit UV mapping is done! Working on the first livery now. Still a work in progress as I've just switched to using Substance Painter to make the livery and I'm still figuring everything out.
I noticed the steering gets a bit shaky when turning the wheel. I managed to eliminate this by lowering the spring of the hydros to 1000000 and the damp to 25.
Are you using a wheel, and is it gear, belt, or direct drive? I just tried out those parameters on the hydros and my wheel violently shakes
For 80's/90's kart liveries all I could find were just plain colour schemes with lotsa stickers slapped onto them. If you want to be era-accurate the liveries would be pretty easy to replicate As for any cool liveries like that Red Bull one... haven't found any yet Also, is the tachometer question because you're planning to add a sort of speedo behind the wheel? If not could I maybe suggest one? I know it's unrealistic but I kinda do want to see my speed even while I'm karting.
Has anyone tried Alpha 0.2 and 0.3 back to back? Outside the slower acceleration, I like 0.2's behavior better, 0.3 feels really slippery, you always need to over-correct your course, so it feels less like the IRL karts I've tried than 0.2
This was determined using the node debug set to forces. What I noticed is the steering assembly in game would jitter a lot with the higher values and do not at all with the lower values. I tried setting the damp back up and it's still without the shaking, but I am not sure if that will fix the physical wheel jitter I actually do not have a decent wheel... All of my testing is done with a controller. One other thing I tried that seems to work is changing the node count of the wheels and increasing the node weight. I set the numrays to 8 instead of 12 and increased the weight of the nodes by 33% and it is much more stable without changing any of the beam values. Slides are a lot more predictable and controllable
I found the fix to the gauges not showing up. The engine must be called "mainEngine" instead of "myEngine" for some reason. Although, I can't get a speed to register, but the rpm shows and the torque curve app works
I figured out the speedo problem, it's because the wheels/axles were defined in the wrong order and were powered in the wrong direction. This also fixes the Oversteer and Understeer assists, so it should be a lot easier to drive for keyboard and controller players now. Thanks again!
Remade the steering system to use torsion hydros, which now properly simulates the unique Ackermann behavior of karts: The outside wheel's steering rate slows (and even reverses slightly) when approaching full lock, and the inside wheel now turns much more, causing greater weight jacking at high steering angles. Somehow this completely new system still produces the same force feedback jitter as the old system... hopefully I'll find out what causes it.