Public Alpha 4! This update features the much-awaited bodykit, along with two liveries! The new steering system from my previous post is too unstable and not available for now. Download: autobello_fkartc_alpha4.zip Changelog: Added optional front fairing, front bumper, and sidepods with two liveries (Dead Bull and EightySeven) Tweaked handling for more grip, it should now be faster than Alpha 0.2 around the track New steering wheel model Created new textures for many parts of the model, including tires, fuel tank, and floor tray Fixed tachometer, speedometer, which also fixes compatibility with the Oversteer and Understeer assists (thanks nachtstiel!)
It's incredibly fun! I took the opportunity to try VR in Beam for the first time with it and this is such a well suited mod for VR. This can't get any closer to the real thing I think! This needs to become a multiplayers series as soon as possible haha
Hey kirbyguy, I just realized you're uploading the updates to the forums and not the repo. Any reason for that? Just wondering.
The engine sounds are from another game so they're not my property. I plan to replace the sounds with samples generated from Ange's Engine Sim but at the moment there's no way to hold at certain RPMs for recording in the build that supports 2-strokes.
Not sure if you've answered this previously in the thread, but is there a chance that we could get a shifter kart variant of this in the future? This kart is exactly what I've been looking for for ages, and a shifter variant would make it complete. I have zero modding knowledge for Beam so I have no idea if this is a big ask or not.
Hello, I noticed the new version on the kart has weird grip compared to my irl shifter. I took some time messing with the tire friction values and found values that make the kart feel close to my shifter. I have recorded a video in game and irl. You can compare how each reacts. I changed the wheel friction settings as follows: Front noLoad: 2.1 fullLoad: 1.9 Back noLoad: 2.5 fullLoad: 2.35
The brake won't work under Arcade ABS situation, but apart from that makes it a great toy. Wondering if there's gonna be 4-stroke version(GX200, Briggs Lo206 or similar lawnmower things)for more competitive racing use.
its a good mod --- Post updated --- also does anyone want a powerfull audi a8 --- Post updated --- There is one problem is that the speedometer in the game only says netrual and you cant switch it to drive even if you go out of the game it wont fix that
I gave this idea a try, and it's extremely fun! Also, a preview of the new sounds. They're from a royalty-free pack of dirt bike recordings that I bought, so these should be suitable for Repo release when the time comes. Adding a transmission to the physics is pretty easy, however it needs modeling of some new parts like a shift knob and transmission would require more time. I am currently remodeling a lot of the drivetrain components, and I probably shouldn't start making parts for the shifter kart when the main kart isn't done yet. (as much as I want to!)
Me and a bunch of my friends race 4 stroke briggs karts i was wondering if i could possibly help 3d model some things like modern Bodywork and a 4 stroke engine. I know it’s supposed to be like a classic kart but it would be nice to have something to practice on in winter. also i don’t know if it would be helpful but i have footage with telemetry and dyno graphs for a lo206 motor. @vm40 on discord Attached are some pics of my kart and my friend’s these karts would be the bodywork i would model
Left: Old engine model, right: new engine model They look quite different as the "new" engine model is based on an older engine. The original model was based on the Parilla TT75, while the new one is based on the older Parilla TT25 from the early 1980s. The new model now includes a modeled carburetor and centrifugal clutch. A 4-stroke engine variant would be interesting to have. Torque graphs and engine weight would be the most useful to have if you're able to get those. As for the modern bodykit, I'm not sure. I would rather keep that for a more modern chassis, but if you have models for them already, I wouldn't be opposed to helping you JBeam them onto the kart
In the backyard kart, I have a 212cc Predator engine. The torque values were pulled from a dyno, aside from the 7000 rpm value, and adjusted to account for drivetrain losses. If you would like to use them, the values are these: Spoiler Code: "torque":[ ["rpm", "torque"], [0, 0], [500, 14], [1000, 15.4], [2000, 18.7], [3000, 18.8], [3500, 19.5], [4000, 17.7], [4500, 17], [5000, 16.5], [5000, 17.1], [6000, 15.4], [7000, 7.2], ], "idleRPM":2000, "maxRPM":6250, "revLimiterType": "soft", "revLimiterSmoothOvershootRPM": 250, "inertia":0.01, "friction":0.5, "dynamicFriction":0.0001, "engineBrakeTorque":2,
I've started modeling the briggs Lo206 motor that we use its in a rough build i also plan on doing the following bodywork: KG 506 bumper(40kart), KG 507 bumper(8kart), KG 508 front fairing(8kart), KG 506 front fairing(40kart) and Freeline evo sidepods(both karts) these are the most common bodyparts where i'm from. i do have tourqe graphs i got online for the briggs i might also model the kart chassis soon even just for personal renders but i would gladly hand it over for a kart mod
1980s? I used to do professional races on these (60cc and 125cc). I might be wrong, but they basically looked the same.
The original bare frame configuration is based on an early 1980s DAP GP chassis. The body kit is anachronistic as they weren't really used in karts until the mid '90s but I thought they would make a nice addition. Non-shifter karts have only rear brakes which demand a very different braking technique from cars. It is rare to achieve over 1G of deceleration while braking due to the weight shifting off the rears, which limits braking potential.