Managed Materials (imported from here) (imported from here) Might make the rear loovers the car material - - - Updated - - - Took a crack at a temporary basic custom interior. [LHD] Custom speedo wip (imported from here) (imported from here) (imported from here) Not final, I know right now it seems as if the speedo is the primary gauge, /= if I make it too small I risk it being hard to read, so I need to make a few adjustments still. - - - Updated - - - Re rearranged interments a bit. The new speedo will have small numbers just like right now too attract eyes to the tacho as the primary gauge. - - - Updated - - - Changed minor gauges
That tacho fits the rpm limits a lot better other than just going to 5k rpm and sticking there forever.
(imported from here) (imported from here) (imported from here) Max RPM 12300 Fixed gray fill - - - Updated - - - That is the final straw, this month has been nothing but bull**** for nearly everyone I know, Now my 2-4 month old mic died.
Question: (Btw, great looking mod, well done ) if I am EXTREMELY skilled with a keyboard, will I be able to do this? Because I can barely control a bolide.
This thing is particularly uncontrollable with keyboard obviously it is hard to drive since it's running 900NM of torque so after about 90-100 and 180mph it is specific hard to control as it is. Suspension tweaks will be made after rollcage is made. This may improve the problem but don't take my word for it. /=
I have made tons of edits to the tires to simulate the G-Forces able to be pulled around a corner by these beasts of machines, still doesn't make it great on keyboard.
... within reason that is. anyone can set the friction coefficient of the Bolide to 5 and have it corner instantly. This is a proper race Bolide.
I have mine around the 2.1-2.5 mark on the front to back tires with the separate sets being modified individually.
These cars are MR [Mid-Engine Rearwheel Drive] I'd prefer to keep it that way. I mean I could release an "Arcade" version but it would have to have dedicated scenario variants when I actually make a racetrack.. I'd also have to make specific brakes and other setups that are relative to the intended product.
The current grip also makes the vehicles flip like they do and it feels and seems about 66-75% accurate to how these cars react in flips from the tires alone, the areo dynamics however... The car can achieve a constant state of seemingly endless cartwheels if/when it occurs too which is always fun to watch. I tried making the bottom of the front have a 20Drag-Coef but due to airflow it made the car slower and the front end feel wonky when driving around all for better crashes over unrealistic driving.. no thanks.