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Maluch JBeam rebuild

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by AdamPLGames, May 17, 2021.

  1. Agent_Y

    Agent_Y
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    I spent a lot of time on Jbeaming the rear part and fenders from scratch, then it turned out that coincidentally my Jbeam looks really similar to the one from original mod visually. But as you can see mine doesn't have any weird taillight spiking and deforms more (the original could stay intact after a 200 km/h crash which was really unrealistic).
    asddasas.png
     
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  2. AdamPLGames

    AdamPLGames
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    Good work
     
  3. SKB

    SKB
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    that looks pretty good!

    also, is it still wobbly?
     
  4. Agent_Y

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    If you are talking about the unrealistic chassis wobble then obviously most of it isn't as it's based on the Piccolina now which isn't wobbly at all. Only the back parts are a bit wobbly afer a crash for a second but WAY less than in the original, and I don't think that's too unrealistic for now as I haven't added the middle support yet and they stick out a lot. And the middle of the front fascia can wobble a bit after node grabbing it (like in the original, but way less and it mostly just stretches instead) because in the Piccolina it's attached to a part of suspension which I had to remove as the Maluch doesn't have that, I'll reattach it after I make new suspension and hopefully it will improve. But when I finish the shape I'll have to readjust the weight (if it's very off then possibly changing it will affect stiffness so I'll have to change that too), and that could potentially make it wobbly again until I change some other beam values.
    If you are talking about other kinds of wobble, like on the roof, glass, bumpers, etc. then we'll yet to see as I haven't done these parts yet.
     
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  5. SKB

    SKB
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    cool!
    also, the front suspension on it before seemed rather weak, used to collapse under heavy braking or sudden jolts.. would fix itself again but was waaay more weaker..

    also, smaller cars just feel like they handle wierd in beam..
     
  6. Agent_Y

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    Smaller cars are usually top-heavy. And obviously I'm not reusing the old terrible suspension, don't worry.
     
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  7. Agent_Y

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    Could I edit the model slightly to subdivide the chrome on the A pillars? It doesn't want to deform no matter what as it is now:
    asdasd.png
     
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  8. AdamPLGames

    AdamPLGames
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    Yes of course do what you need
     
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  9. Agent_Y

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    Cool, so while I'm already editing can I also separate the headlights and taillights?
     
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  10. AdamPLGames

    AdamPLGames
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    Probably I will do it myself but if you can, do it :)
    --- Post updated ---
    Remember in mod there's 2 dae files
     
  11. CrashHard

    CrashHard
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    So happy to see work being done on the J-beam part of the mod. Just made a suspension testing video with this mod, will re do a video when this updated is done. good luck.
     
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  12. Agent_Y

    Agent_Y
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    If you want then it would be better if you did the separation because the models of the headlights are a mess and I would probably break something by accident but I can try too.
     
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  13. AdamPLGames

    AdamPLGames
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    Ok, I will do it myself
     
  14. Agent_Y

    Agent_Y
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    Maybe try to fix the chrome too, I'm not having luck with it, now it sometimes works decent...
    asdasd.png
    But most of the time not...
    assd.png
    I think what needs to be done is separating the chrome into the same amount of pieces as the A pillars and also bringing it and the rubber closer to the pillar because you can kinda see through it:
    asdasdasdas.png
    There is a tiny gap and that's also probably causing some weird deformation.
    --- Post updated ---
    So I got all the nodes to fit the shape without any stress, still gotta test more if there isn't any spiking, adjust the weight, stiffness probably too, deformation, add triangles, deformgroups, test even more, and the main chassis will be done. Also I renamed all the roof nodes because for some reason the Autobello is the only one that has them named differently than all the other cars, I gave them universal naming scheme so it's easier to add stuff on top later.
    asdseww.png
    --- Post updated ---
    Does anyone here have any info about the weight of the chassis?
    The original Jbeam of the whole car weights 608kg, while in real life the car weights exactly 600 so it's close. But the weight distribution must be very wrong in it since for example the engine weights 114kg in game while in real life it's 65kg for 650cc and 45kg for 600cc, so I don't trust the original weight distribuion. Old chassis weight is 276kg and mine is 266, but old is with all the glass because that isn't removable. with the glass mine would be around 294 so kinda way off. I couldn't find any info online about the bare chassis weight except the fact that it's probably around 200, somewhere else I found that it's 280 but I think it's too much. So should I keep the 266kg weight or no? Anyone has any accurate data about it? Also for reference the Piccolina chassis without fenders and lights is exactly 250 and with them exactly 280
     
    #34 Agent_Y, May 19, 2021
    Last edited: May 19, 2021
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  15. AdamPLGames

    AdamPLGames
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    About 250/300 kg I guess so it's good
     
  16. Agent_Y

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    Ok then I'm keeping the weight I have now, less work to do I guess.
    --- Post updated ---
    Cliff drop test with comparison to the old one and to the Piccolina. Most deforms way better than before but there are some areas to fix.
    sdasddr.png
     
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  17. Agent_Y

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    While fixing the parts with weird deformation I started adding triangles too. Copied all I could reuse from the Autobello (which was just the floor, pillars and roof) and made the front fascia, fenders and firewall myself. It's starting to have a shape of the car which is a good thing. And don't worry about the weird looking B pillar, it looks the same on the Piccolina and works. I still have many parts to do, adding triangles is easy (no idea how the original author got it wrong somehow) but takes a lot of time and meanwhile I'm fixing other stuff too.
    adsssew.png
     
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  18. Agent_Y

    Agent_Y
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    No longer glitches out after throwing it off a cliff. That's good enough for now, isn't it? Deformation will be likely improved further after it's more complete and I can do proper crash testing and compare the results with the real life version.
    asds.png
    (Keep in mind that the little spikes are not something I can fix, they are caused by modelling issues)
     
    #38 Agent_Y, May 20, 2021
    Last edited: May 20, 2021
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  19. Zero

    Zero
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    • Agree Agree x 4
  20. Agent_Y

    Agent_Y
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    I can't tell if you are serious or ironic, I mean the deformation really isn't the best and I only fixed the spiking so idk what you mean by this
     
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