@Teh Daemon part where you dont have pedals to check the clutch engagement point, tip if your using a controller, try assigning y-axis on one of the joysticks as a clutch and keep 0.5(half) the axis as a deadzone(centering).. you might need some time to get used to it.. i personally use a mouse as steering and combined throttle and brakes..clutch is the shift key(default) Just trying to help
I will certainly try to improve the brakes as they're currently an overlooked part of the mod (basically placeholder). Would you mind sending me your tyre values so I can compare them to the current values? I was hesitant to make the friction coefficients too high as they would end up being closer to racing slick tyres in performance. I'd also like to add your sound modifications to the mod itself. I want this to be optional though, as in only have the improved engine sounds if you have the soundpack installed and stock sounds if you don't. I'm not sure how to go about this though.
i like the handling but it's a bit understeery, i prefered the old one. i remedied that by fidling ith the suspention. also the brakes fade in a, quite realstic, scary fashion as at low speed corner, and after only 2 laps of the nurburgring.
This looks great even though I haven't tried it yet! Hope we get a rebranded, lore-friendly version for those of us who like to keep our games lore-friendly
one thing i did notice in the car was that the brakes have somewhat of a 50-50 force distribution compared to other cars.. so the rear brakes(drums) fade much faster than the front.. otherwise this mod is perfect.
The mod has been updated to 0.6.1. Download can be found in the OP! This update should hopefully remedy the understeer problem people have been having. For some reason, the differential was set to locked instead of open. The car now loves to oversteer when lifting off, it's pretty damn scary! Changes in 0.6.1: JBeam: Brake pad slots added Race brakes added with customisable torque and bias settings Standard brake bias moved forward (80/20 configuration) Differential changed from locked to open (no idea why it was locked previously, but at least there's less understeer and more oversteer)
Nice one! Btw if you wanted to keep the interior and various parts in their original colours, you should make the pixels in the top right of the skin DDS transparent (where the template shows a bunch of green pixels), as I've essentially shrunk the UV maps and placed them there. For some reason I couldn't place them outside of the UV square without causing tiling.