Changes today were fairly limited due to my focus being on the tire and rim jbeams, but here they are: Added smaller tires for the 250cc kart I am not so good at texturing patterns, so they use the all-terrain tire texture Added new front rims They are not completely stable yet, I probably won't be happy until I can go 200 on them Added a placeholder for the 250cc engine might just leave it, but we'll see Tweaked the CVT so actually works Tweaked the 250cc engine specs to better match reality Added a displaced seat The real version of this kart had you sit off to the side and the steering was in the same position. Didn't give it much thought as a kid. Handlebars are now animated. Due to the smaller engine (58lbs vs 144) and the placement closer to the front, this kart is very well balanced and can get up to a full G when turning on road with the all terrain tires before it starts to spin out. Here are the visual changes
Okay, last update before the weekend. I managed to get the small tires stable up to 180+mph, so they shouldn't cause issue under normal usage. However this is BeamNG, so I do not expect anyone to drive sensibly lol. I am putting in the final touches on the meshes and fine-tuning the jbeams over the weekend. If all goes well, I anticipate that I can submit it to the repo Monday. This has been a fun project with lots of learning on my end. I would never have thought that making 12 inch tires would have been harder than 100 inch tires lol. Things left to do: Mesh cleanup Jbeam file cleanup More extensive tire testing Finalizing textures once the mesh is done
Good day everyone. I am still doing a bit of cleanup on the jbeams (removing unnecessary/testing parts and standardizing naming schemes) as well as finalizing the textures. I still plan on uploading it today, so it should show up on the repo soon. The initial release will include a few of the what-if items, but they are not optimized for the kart and some are almost undrivable, but they are stable. I almost broke the textures trying to get them just how I wanted them, so that was a good use of time lol.
Due to an accusation that I stole the tire model from another modder, I am posting the model source here: Below is the image of the source mesh from the main game's content/vehicles/common.zip Below is the original with the edited meshes
I have no idea lol. I figured I'd at least put this here in case anyone else has the same assumption.
Great first vehicle mod for you to learn from, you're doing a great job, I also love your fixes of other mods. Congrats
I wanted to make as much of this as possible myself, so I did not source any parts from any other mods and I did not use any vanilla parts that were unedited. I agree that the dummy is of a.. let's say poor quality. Since the initial release is done, I will definitely be looking to either jbeam this dummy or seek permission from the other modmaker to include it here.
B25Mitch will definitely give you permission for his model, then you can either use edited Stig Jbeam also by him which seems like everyone does, or you can use my dummy Jbeam which idk if it's better but it can break into pieces, I also made simple PBR materials for it so you can use them too if you don't want to make your own ones
Loving this mod so far, great little fun, the thing flies with the longer gearbox and the engines sound quite damn good. But, a racing kart frame would be awesome to do, havent seen anybody do any, so you can give it a chance,would be awesome. (This may be a little out of context when this mod is pretty much about a kart used for trails but i still think myself it would really be a great addon)
Is the one of yours you are referring to? https://beamng.com/resources/crash-test-dummy-for-walking-mode.17584/
This one is an edited version of it, the original is unreleased and it's way better than that, I improved it a lot since then. In the Maluch remake mod you have a somewhat recent version.
I am putting together a config that performs as close to a race kart as possible, but for now you can use the welded front suspension and put the 8x6 rims on the front and back to get close. A few of the tire meshes are misaligned (a product of directly taking them from my mod for the traqueuer kart), but the jbeam for them is aligned properly. Edit to add images of the standard frame race kart config and a WIP independent rear suspension race config
Usually on predator motors (the most common engine used in these types of karts), the fuel tank is mounted atop the engine, like so: I'm not sure why your fuel tank is mounted on the frame so high up
The IRL kart this is based on uses motorcycle engines instead of kart engines, so the fuel tank was separate. The placement of the tank changed as new engines and configurations were added to the kart and I chose the most recent one. As far as a more standard kart, I might try to make a standard kart after getting this update finished.
Update is in place that adds the independent rear suspension and a bunch of other items. Things that are still being worked on: The steering geometry is still pretty bad The front suspension I used as an example had a few weird precompressed beams that caused the camber to adjust the toe as well The front hubs are imperfect Tires The front tires are really light, so they are incredibly finicky and are difficult to get stable and still act like tires. To combat this for the time being, I am reducing the number of rays since the tires are small and do not need a whole lot of rays and also increasing the weight slightly. This seems to be fixing some of the problems, but the front tires still explode under some circumstances Front suspension arms (non-welded) hitting the extension limit will snap the suspension beam regardless of how hard it's hit. The suspension fully extending on its own does not break it. Front Spoiler It does not break off currently Powertrain Working on the AWD system made me realize the powertrain is a mess. This should have no functional change, but we'll see. Other items (these are not realistic or impossible to add to the frame and are added for the fun of it): Active Differential This includes a Diff controller. It does nothing aside from control the active diff AWD Added for the lols, essentially. With the changes I have made so far, the kart handles much better. The understeer is almost completely gone, which means I have to retweak all of the configs to take that into consideration. The unrealistic items will need to be added manually as I will (most likely) not be including configs for them.
I have an update awaiting approval that will correct a lot of the issues with the handling. I tried to get it in before today so it would be available, but I wasn't fast enough. What it does: Fixes the steering geometry Further refines the front suspension Adds camber to the independent rear Adds optional 4WD You will need to select the 4wd transfer case and a front diff Makes the small tires more stable Fixes some configs One or two still had some wrong parts :facepalm: Things to be done later: Fixing tire meshes Further refining tire jbeams Further refining suspension geometry Fix configs again Refining aero parts Making the high rev race config perform more like an F1 car Realistic aero is ineffective at the relatively low speeds this kart hovers around, so I am making super aero for the High Rev Race config that puts it under about 1.8G of downforce at 90mph