I'm sorry, but which version is more perfect, in this topic or in that one https://www.beamng.com/threads/ford-mustang-sn95-hotfix-read-note.81643/?
Thank you, I was just confused, I looked at the dates, authors, but I decided that it would not be superfluous to ask.
So after taking the Mustang for a drive I have some thoughts. The mesh is not great, however it is still serviceable. Also I think the GT is too spicy. Ford 4.6's don't get down like that. Its pretty much downlow torque and then nothing. As it stand I feel it is a pretty competent mod right now that could use some improvements. Good job!
I just wanted to pop on here and let everyone know I didn't forget about this thing or give up on it. lol I've just been trying to get the model where I want it (ish) and then fix the Jbeams before I dump it here. I've got "progress" pics too lol. The donuts are only there for scale/placement. They don't show up in-game, obviously. I know the models and polyflow are dog-crap. It's a skill issue, take what you can get. I also think some of the faces are flipped since some of the rear underside doesn't show up in game, it's just holes. IDK how to fix this lol. I also goofed up the textures by making these edits and IDK how to fix those either lol. (Weird streaks where I added/modified faces) I'm not done with the radiator-support area just yet and I also intend to add a driveshaft, full exhaust, and perhaps gauge needles, and maybe a vanilla-style animated shifter. I also still need to edit the Jbeams to properly reflect the model edits I've made... I'd also like to clean up the powertrain Jbeams too, and I actually know how to do it, I just need a day or two free to get it done. (That way there aren't 2 rear diffs at once etc.) Only Jbeam thing that is actually broken is the windshield. Ever since I scaled it up with everything else, it shatters and pops out of its hole. I'll fix this when I come to it lol.
It's more than likely due to a combination of it being lighter in game (for now) and just being a game in general. The motor makes 252, which is 8 less than a IRL PI motor. (Yes, I gave the 96-98 the PI 99-04 motor). I definitely centered the 2V around forced induction, since they love boost IRL. I actually just got my hands on a stock 2V dyno chart, and I plan to implement the numbers into the jbeam and see what changes. Thanks, and stay tuned for some updates!
Hey guys, I'm back with another small model update: Remodeled the Cobra IRS to be as close to real life as I could get it with my feeble abilities lol <--- Had to make some slight changes to the live axle so the IRS and axle could share the same spring and shock, just as the real ones do. I think I finally like the radiator support: I also added a removable bumper support: Also did some really crappy edits to the front suspension to make it more like the real oneish: The coilovers are still available, but no factory cars used them, that's why I did what I did. (Literally just copied the coilover and deleted the coil off the strut, and boom! it's now a shock. lol) I've still gotta add the driveshafts and exhaust and CV axles and all that other stuff I mentioned, I also still need to fix the Jbeams to reflect the changes I've made. There's also a lot of stuff I still want to fix in the interior, and it should be easy, it's just time. Also, I managed to fix the inverted faces so there aren't holes in the model anymore, but the textures are positively ruined lol.
You're doing great bro, you are making one of my dream cars here. I gotta ask though, there is an SN95 mod for Car Mechanic Simulator 2018 (I bought the game just so I could drive that car), it has modeled interior, exterior, Cobra parts, and New Edge stuff too. Try talking to the creator. I think he could be a huge help.
Okay I know I said next on my list is fixing my Datsun... but I wasn't having any fun hunting down little issues and crossing things off a list, so I decided I'd mess with the SN95 a bit. I don't QUITE have it ready for download just yet, but here's what I've got that's significant enough to take screenshots of... lol JBEAM I have (not exactly) redone the entire .Jbeam for literally no reason other than I didn't like it. It also wasn't very accurate to the real-life SN95, but that's beside the point... and it isn't way better NOW. lol Here are some screenshots of the body .Jbeams just because I can't really go through and screenshot every single little .Jbeam to show what I did. All .Jbeams pictured are overlayed with my properly-scaled SN95 model for reference. Original .Jbeam included with the mod: My edited .Jbeam which will be available soonish: Original: Edited: Original: Edited: Also, here's the original with all the externally-visible .Jbeams loaded in as well: And the edited versions: (forgot the suspensions on this one, whoops!) The difference is kinda subtle, but it's there. Generally speaking, the fitment is A LOT better, and there are some bits that were made closer to the real car in terms of structure. The engine bay, the rear pillars, the trunk area, and the main one that I actually have screenshots of, the TUNNEL: Orignal .Jbeam: Edited: Visually it's a fairly small change, but in terms of how realistic the structure of the vehicle is, it's a vast improvement. You won't ever notice it just driving, but in moderate-to-severe crashes, it shows. On the downside, the weight-balance is still too good. It's roughly 52%F/R48% when it should be more like 55%F/R45% to be realistic. I've also almost-completely redone the independent suspension .Jbeams to much-better reflect not only my edited models, but the real vehicle as well. The Cobra IRS before: (You can actually SEE the ridiculous forward-offset the suspension originally had... it caused all sorts of wacky issues with handling and geometry etc... It's MUCH better now. Sticks to corners like glue!) And after: I've also redone the front suspension because it was an unedited 200BX front suspension... which isn't WAY off, but it's got some inconsistencies with the real SN95... not all of which have been sorted just yet. The first and foremost issue, the 200BX is a "rear-steer" setup, meaning the tierods push and pull on the rear of the knuckles. The SN95 (and all mustangs until you get back to 1973...) are "front-steer," so the tierods act on the front of the knuckles. This issue has been addressed. Two issues that persist are; 1; Way too much caster. Factory spec is between 2.5 and 4.0 degrees positive, You have between roughly 6.0 and 9.5 degrees at present. This will be addressed at some point lol. 2; The real-life suspension is a separate spring-&-shock, not a coilover. Currently it still uses the 200BX coilovers. (3; Bonus issue! The front suspension deforms slightly when it takes big downward loads, it causes your camber to decrease and toe to increase permanently until you respawn. I'm still hunting down the exact cause...) (Fixed.) Old IFS: New IFS: It's really difficult to make head-or-tail of these images, they're more just to show THAT they've been edited, not exactly HOW... MODEL Most of the model edits I've made haven't really been cosmetic, but more the parts of the car you never see... lol Anyway, here's the original model in all its badly-scaled, ridiculously-high-poly glory. And my edited model which is properly-scaled and has had some vertices shaved to cut the file size down a tad. (To put this in perspective, the original .DAE is 21,240KB, mine includes 2 BODIES {as you'll see below} and is only 20,840KB) COLORS I've changed the color-picker to only include factory-available colors for the 1994-1999 Mustang. These colors include: "Canary Yellow" (Kinda hard to see, I know) "Rio Red" "Laser Red" (I feel like this one might need to be refined slightly... every image of a Laser Red Mustang I saw looked slightly different than the last... lol) "Vibrant Red" "Sapphire Blue" (Honestly not too hot on this one, might edit it later idk) "Bright Blue" "Deep Forest Green" "Black" "Opal Frost" (REALLY doesn't come through well in the showroom... This one looks amazing in-game) and "Crystal White" (highlight it to see it lol) None of these come through very well in the showroom... they all look quite a bit better in-game. Anyway, if you're very familiar with the SN95 you'll notice I left out "Teal". Well, that's because when looking at the color on google images, I literally couldn't tell "Teal" apart from "Bright Blue" so I'll add teal once I can figure out the difference lolol Last but not least, I've got a small surprise for you guys which is as follows... We got us a drop-top! Yes, I made a half-baked convertible. It's not done yet, and it has no ragtop yet either, but hey! it's there lol Anyways, I'll post updates when I have some to post, and for now I'll attach my up-to-date "TO-DO" list here for you to peruse. Enjoy the screenshots, and hopefully I'll have it ready for download soon.
Hey man, do you still plan to add the 96 and up taillights? I own a 97 in Rio red and I can already make it a lot more realistic with your new upcoming colors update, I really enjoy the mod and I wish you the best on it.
Will the convertible have a toggle-able soft top or something? something like what theo is doing for the CCF or what LBE did for the 94 k series. could breathe a lot of life into this mod.
Wow, you deserve respect, fix Jbeam and the 3D model, and the coolest thing is that you paid attention to the weight of the car, well done, The bumpers are transparent when viewed from the inside.
That's a better question for @Citybuild122 as he's the one who's been procuring the models.... however, given that I've been messing with the model anyway, I could take a whack at it and if I can come up with something I like the look of, I'll include it in my "release." That is my plan, but I don't have the first clue as to how I'll implement it yet. lol Yeah, I'm all for mesh-slaps, but if it's a real car it HAS TO be realistic or I will literally die. lol Yeah they were like that before lol, I'll fix it at some point but it's rrREEAAALLlly low priority for me lololol
Back with a miniscule update; I hand-modeled a cobra front bumper: (Lighting and shading look awful... idk why. Looks P-good in blender...) I also fixed a ton of issues with improperly-assigned mesh faces and UVs causing weird patches on the car. It's still not perfect as you can see by the stretching around the fog- light holes... but it's a start. I also changed the interior to be 2-tone black-and-whatever-color-you-picked, more like the real car: It's kinda subtle and it's got the wrong material right now, so it's really glossy, but I think it looks a lot better than a solid-color interior like it had previously. In the future I'd like to have the 2 tones independently colorable if I can figure out how. For now it's just super-gloss black and whatever color you picked in the "interior color" parts slot. I also fixed some more improperly-mapped mesh faces in, and remodeled the door jambs... finally: Sorry if it's hard to see... basically this was all a mess of paint-color, and black, and interior-color patches before, now it's a fairly-concise transition with a "weather strip". I also colored the underbody to be black, which I may undo later... I just thought it looked better than the mess of missassigned faces it was before... although it's still super glossy. Just the wrong material. I also broke the front seats where the won't appear... so I've gotta sort that out now. And I discovered that my front suspension issue was literally 4 beams in the engine bay with too low a deformation limit... only 7000. So I changed them to 11500 to match all the other "structural" engine bay beams and now you can do jumps and not blow out your alignment! (much) I've still got loads to do, just thought I'd post 'em since I got 'em.