WIP Beta released 94-98 Ford Mustang SN95

Discussion in 'Land' started by Citybuild122, Jul 29, 2022.

  1. oioioioo

    oioioioo
    Expand Collapse

    Joined:
    Jul 1, 2019
    Messages:
    105
    Tiny update, I had half an hour before bed tonight so I figured I'd take a whack at something...

    I finally figured out the UV stretching on the cobra bumper:
    SN95UVstuff.png
    I'll take this knowledge and attempt to apply it to the rest of the vehicle. May even make its own UVs so it isn't using the pickup anymore.....???


    That's all for now, be back sometime I guess lol
     
    #101 oioioioo, Oct 14, 2023
    Last edited: Oct 14, 2023
    • Like Like x 4
  2. JustSomeArabGuy

    JustSomeArabGuy
    Expand Collapse

    Joined:
    Mar 11, 2018
    Messages:
    105
    News: I just bought a 1995 Mustang GT so if any references are needed, I'm available.
     
    • Like Like x 2
  3. oioioioo

    oioioioo
    Expand Collapse

    Joined:
    Jul 1, 2019
    Messages:
    105
    AAAWWwwwwwhhhh Yheeeee! Noiceee! I would buy one if I could find one that wasn't rusted out or wrecked lol! I could certainly use some references for dumb little things, and I also need suspension measurements, but I'm too lazy to draw up a diagram of what I need right now, so I'll post that when I have time again.



    In the meantime I figured out the seats disappeared because I changed the mesh name without realizing it... lol... that's fixed now. I also added seatbelts specific to the coupe and convertible bodies, as they're anchored in different places in the real cars.

    Convertible Belt location:
    screenshot_2023-10-16_19-22-57.png

    Coupe Belt is anchored to the pillar, so it floats in the convertible car... lol:
    screenshot_2023-10-16_19-23-43.png

    As you can probably tell I haven't fully implemented the texture fixes I mentioned last post lol.



    I also managed to set up a node-position-based camber/caster tuning variable. Here's the code if you want to steal it and modify it for your MacPherson-Strut vehicles:
    variables.png
    Code1.png
    Code2.png
    Sorry if it's hard to see it lol... It's SOOoooo long because I also included a coupler so the strut can break off of the shock tower, but I haven't actually tuned it to be feasibly-breakable yet double-lol

    It works just like a camber/caster plate would on the real car, moving the upper anchor-point of the strut fore and aft for caster, and inboard and outboard for camber.



    To answer this question, yes I think it drives "good" lol. Before when it had way too much caster it had a tendency to over-steer, now that I've fixed alignment tuning, if you give it realistic caster (+2.5 to +4.0 degrees) it has a tendency to under-steer. lol



    Be back with more updates when I have them to be back with lololol
     
    • Like Like x 3
  4. JustSomeArabGuy

    JustSomeArabGuy
    Expand Collapse

    Joined:
    Mar 11, 2018
    Messages:
    105
    Suspension is not stock on the car so I can't get you suspension measurements, but almost everything else is stock.
     
  5. nettles660

    nettles660
    Expand Collapse

    Joined:
    May 6, 2016
    Messages:
    1
    I would love to see it with a solid rear axle like the real deal. I will figure out how to make mods on this game I've already been studying programming for the past few months.
     
    • Agree Agree x 1
  6. oioioioo

    oioioioo
    Expand Collapse

    Joined:
    Jul 1, 2019
    Messages:
    105
    What's not stock about it? Only custom control arms etc. would really influence the measurements I need. I still haven't drawn up that diagram of exactly what I need yet lol... Might do that today....

    The rework I'm doing already features a live axle, albeit a slightly janky one. I've got a rework for my rework in the works, just kinda been busy lately and bored of it lol

    My advice, just do it. It's not really all that complex (except for materials... bleh... I still don't understand them.) and once you see something through, all the way from stupid idea to working in-game, it's incredibly rewarding. lolol



    Anyway, all I've done to the mod recently is try to migrate it over to its own UV so hopefully skins will be possible... and generally "cleaning up" the model as it's still got a bunch of errors caused by the initial port of the model getting mirrored. This happened well before I ever got my hands on it. I could definitely use help with materials.jsons though, if anyone knows how those work.

    I'll post another update when I have enough junk to take screenshots of.
     
    • Like Like x 2
  7. oioioioo

    oioioioo
    Expand Collapse

    Joined:
    Jul 1, 2019
    Messages:
    105
    welp................................................................lol
    Measurementsnose1.jpg

    This is the main thing I need, I'll post more once I've made them. Just ignore a measurement if the part it refers to is not stock or is not equipped lol.
    Also IDC if you use metric or SAE measurements, I can convert them. Also where it says "Control arm pivot" I mean the center of the front control arm
    front bolt
    , just to be clear lol. If anybody else has or has access to an SN95 mustang, feel free to throw some measurements my way too. Larger sample size or whatever.

    Anyway, I'll probably get back to working on it more after Thanksgiving, but for right now I've got real life stuff taking most of my time.
     
    • Like Like x 1
  8. oioioioo

    oioioioo
    Expand Collapse

    Joined:
    Jul 1, 2019
    Messages:
    105
    Here's more measurement requests for your viewing confusion:

    Front: (Missing some descriptions for the measurements I need, namely the location of the balljoint relative to the axle centerline, AND the outboard steering joint relative to the axle centerline, both lengthwise, and in terms of height. I ALSO need their locations widthwise relative to the hub face...)
    mustangfrontsuspensionmeasurements.jpg
    I'm attaching a before and after because you can hardly see what was there before I scribbled all over it...
    mustangfrontsuspension.jpg



    And the rear:
    mustangrearsuspensionmeasurements.jpg
    This one's easier to see, so I don't think it NEEDS a before pic...



    I've still got more of these to post so hold on tight lol
     
  9. mattsikung

    mattsikung
    Expand Collapse

    Joined:
    Jul 12, 2017
    Messages:
    299
    Will the rework have working gauges?
     
    • Agree Agree x 1
  10. JustSomeArabGuy

    JustSomeArabGuy
    Expand Collapse

    Joined:
    Mar 11, 2018
    Messages:
    105
    I can probably get most of those, I might be able to get them to you maybe by the end of the month, only the springs and shocks are aftermarket to my knowledge.
     
  11. oioioioo

    oioioioo
    Expand Collapse

    Joined:
    Jul 1, 2019
    Messages:
    105
    I actually started on those Monday. I don't know if they'll make the re-release, but it will have them eventually lol


    Cool, so that'll be good. No rush on any of that stuff btw. It's close enough for now, I just want it to be as perfect as possible. It functions well enough for the time being anyway.
     
    • Like Like x 1
  12. YAN-INK

    YAN-INK
    Expand Collapse

    Joined:
    Jan 16, 2022
    Messages:
    77
    upload_2023-11-29_22-51-29.png not sure if this is only on my end but when i crash the car the wheels disappear
     
  13. rking.esd

    rking.esd
    Expand Collapse

    Joined:
    Jul 16, 2023
    Messages:
    101
    Where we're going, we don't need roads.
     
    • Agree Agree x 2
  14. oioioioo

    oioioioo
    Expand Collapse

    Joined:
    Jul 1, 2019
    Messages:
    105
    I'd call that some kind of mod-conflict on your end, I've never even seen an issue like that before.
    Also you still have the old version of the mod as my rework is yet-unreleased.



    On a separate note I apologize for not having any progress to show. I was really thinking I'd have more
    time after thanksgiving, but as it turns out I'm actually busier than I was before it... I can take <10min to
    hop on here and comment on something, but if I have to sit down and grind and make progress I just
    don't have the time right now. I'll try to get back at it ASAP, but that could be a hot minute.

    Thanks for your patience lol
     
    • Like Like x 2
  15. oioioioo

    oioioioo
    Expand Collapse

    Joined:
    Jul 1, 2019
    Messages:
    105
    I had an hour last night so I took another whack at the gauges. I have the tachometer working perfectly, but the speedometer is a little off. Temperature gauge doesn't work at all, and neither does fuel. I haven't started on oil-pressure or volts yet...
    screenshot_2023-12-02_10-34-42.png Car off (duh)
    screenshot_2023-12-02_10-34-48.png Car idling (duh)
    screenshot_2023-12-02_10-34-51.png Car redlining (duh)

    In this next image you can tell that the speedo is a little off because the UI speedometer reads 104mph while the gauge reads 100. I don't exactly know what's wrong as the faster you go it'll get closer to the correct speed. It's almost 10mph off at low speeds.
    screenshot_2023-12-02_10-35-13.png

    This also showcases some holes in the dashboard mesh, and the glossy, incorrect material I assigned previously. I've had a little more luck with materials lately, it turns out most of my frustration was due to the fact that changes to your materials.json do not update in-game without a game restart... So even when I did things correctly, the changes were not reflected until I came back to it days or weeks later. I'll take this information and try to get the body UVs working finally. I broke them completely when migrating, so now it's a mix of the D-Series and the new UV and it's a mess. I'll try to get that straightened out next time I have time lol. I'd REALLY like to release this on or before Christmas, but I HIGHLY doubt it'll be where I want it by then... Basically I'm either releasing it semi-broken WIP, or not releasing it until it's done-done. lolol
     
    • Like Like x 2
  16. oioioioo

    oioioioo
    Expand Collapse

    Joined:
    Jul 1, 2019
    Messages:
    105
    Yeah, "finished by Christmas" is NOT happening lol.

    Do you guys want me to release semi-broken WIP for Christmas, or don't release anything until I can get the quality where I like it?
     
  17. Danny the Sniper

    Danny the Sniper
    Expand Collapse

    Joined:
    Jan 21, 2023
    Messages:
    1,209
    Until you get the quality where you like it. It's better to have a fully working mod than a heavily broken one.
     
    • Agree Agree x 1
  18. rking.esd

    rking.esd
    Expand Collapse

    Joined:
    Jul 16, 2023
    Messages:
    101
    You could upload pictures in a christmas card style, that way we get something fun to look at and you get time to reach your personal standard.
     
    • Like Like x 3
    • Agree Agree x 1
  19. PrestonLK

    PrestonLK
    Expand Collapse

    Joined:
    Jan 26, 2022
    Messages:
    59
    I've got 1994 GT Convertible and my dad has a 1996 Cobra Convertible, happy to help with any measurements or reference photos. I'll see what I can get regarding those suspension measurements, is there anything else you need?
     
  20. oioioioo

    oioioioo
    Expand Collapse

    Joined:
    Jul 1, 2019
    Messages:
    105
    Okay, so now I know what I'm doing. lol


    The only problem I have with that is the car looks hORRIBLE right now with the messed-up materials. I'll see what I can do with it, but I'm even MORE strapped for time right now than I was, what with Christmas creeping up so quickly AND I'm replacing a clutch in my friend's dad's Fiat (lol) right now, among other IRL projects, so time is not something I have a ton of at the moment... lol again

    The main thing I'm trying to get perfect is the suspension geometry. Basically where the anchor points are in "3D Space" and how long the arms are from joint-center to joint-center. Most of the rest I can figure out. Again, the car isn't WAY off right now, but one thing I know is wrong is the SAI is a bit much. Camber almost goes positive on the outside wheel when turning, so the measurements involving the center of the ball joint relative to the center of the upper strut mount I'm pretty sure I have too far "inclined"

    I'm gonna try to get back to modding before the end of the year, but I can't make any promises lol
     
    #120 oioioioo, Dec 17, 2023
    Last edited: Jan 6, 2024
    • Like Like x 3
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice