WIP Beta released 1968 Chevy Nova - UPDATE 0.5b - WORKS ON EXPERIMENTAL NOW

Discussion in 'Land' started by AdR, Jan 1, 2015.

  1. AdR

    AdR
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    BeamNG Team

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    Re: 1968 Chevy Nova

    LOL you bothered counting the polygons! hah, haven't really thought of that yet, but you're right. I'm planning on modeling everything as it should later on. I'm now concentrating in the functional aspect of the game engine, once I get all that figured out I can take care of the easy part, the 3D.
    If you like to fix the materials, here is the materials.cs attached to get the double sided parts (you were right, they look a lot better crashed!)

    Sorry I've forgot to mention, just use the "rapidito" setup wich has the V8 and 5spd from the Civetta. Btw, mind sharing those engine setups? that's exactly what I was going to use :rolleyes:

    It used the same ones from the moonhawk, so you need to have it installed in it's default folder for them to load. I'll include my own textures once I get to that point.

    Thanks!!, and yeah, it was xmas a week ago, must be the spirit ;)

    Looking forward to it!

    Same old fella, but older!

    Thanks, I've thought I was very clear on that... it's called a BETA for a reason, right? I'm just sharing my progress as I go along, that's what the forums are all about I guess.
     

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  2. SoHigh00

    SoHigh00
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    Re: 1968 Chevy Nova

    Heh, I wasn't counting them intentionally. I just checked the model out for inspirational purposes since your work looks very professional, even though it was made 10 years ago, like you said :) Then I noticed how high the numbers on my screen actually were and was surprized that the game had no fps issues with these numbers...Will keep this in mind and won't be as greedy with my polys in the future ;)
    Anyways great news that you are planning to do this beautiful Chevy properly after you are done with the hard part.
    Pretty stoked for future progress! Good luck :D
     
  3. B_Wilco

    B_Wilco
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    Re: 1968 Chevy Nova

    Sure
    I added a zip file with the 2 engine files, 2 transmission files, 3 differential ratios, and 2 PC files for the configuration. The 3speed auto needs a little tweaking, it doesn't downshift when it should, but can push it to 160mph if set up right. I have various modern engines/ transmissions as well, but I haven't tested them.
    I ran some quarter miles on it and got:
    "rapidito" 13.9sec
    "Nova SS 396" 12.4sec@106mph
    "Nova SS 427" 11.2sec@120mph

    on a lighter note. It's smooth all the way up to 360mph:p
     

    Attached Files:

  4. FilsFilms

    FilsFilms
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    Re: 1968 Chevy Nova

    :( screenshot_00027_stitched.png
    screenshot_00028_stitched.jpg
    screenshot_00029_stitched.png
     
  5. AdR

    AdR
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    BeamNG Team

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    Re: 1968 Chevy Nova

    360 mph?? I wonder how you kept it in a straight line..!

    Thanks for the files! I've been messing with it and trying to get a more realistic setup. The closest I've got to the real 427 L72 V8 specs is this:

    2015-01-04_00001.jpg

    That with a 4.11 rear and a Muncie M21 4 speed manual transmission is what was offered in 1969 as the Yenko version:

    http://corvettes-musclecars.com/Supercars/69YenkoNova/

    Now is one tire smoker MOFO with that setup, and is tons of fun to drive.

    @FilsFilms, you're using the old version, try the 0.2 beta wich is the latest.
     
  6. FilsFilms

    FilsFilms
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    Re: 1968 Chevy Nova

    Download is broken... Fix it, please. :) чсмсч.png
     
  7. AdR

    AdR
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  8. noctrl

    noctrl
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    Re: 1968 Chevy Nova

    Any idea why i have some cars that just doesnt work. I can load them and see 3d model, but then it just halts the game, and i have to choose another car to get driving.
     
  9. FilsFilms

    FilsFilms
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    Re: 1968 Chevy Nova

    I downloaded v2, but some problems still with it. So, wheels, they're spinning on the axis, I mean on it. And missing textures again.
     
    #29 FilsFilms, Jan 4, 2015
    Last edited: Jan 4, 2015
  10. Budnytrain

    Budnytrain
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    Re: 1968 Chevy Nova

    Why are you lot so demanding? Give the man some time to make changes, bloody hell...
     
  11. FilsFilms

    FilsFilms
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    Re: 1968 Chevy Nova

    I just said what he need to improve and fix. Lol.
     
  12. AdR

    AdR
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    BeamNG Team

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    Re: 1968 Chevy Nova

    It all be fixed in upcoming releases, no worries.
     
  13. Car_Killer

    Car_Killer
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    BeamNG Team

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    Re: 1968 Chevy Nova

    Hello. I was able to fix this error.


    Quick guide:


    1. Remove the old / or the current version of the vehicle with the game folder \ vechicles
    2. Add the new version.
    3. Start the game.




    If you've done everything right car should look like this:
    2015-01-04_00001.jpg 2015-01-04_00002.jpg


    Edit: I had a problem with the wrong turning wheels and this tutorial is for others. Generally, it works with most and mods mods updates.
     
  14. B_Wilco

    B_Wilco
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    Re: 1968 Chevy Nova

    Finding torque curves is kind hard on older motors. I pulled mine from graphs found here. They use the peak data and form the graph around that so it isn't exactly accurate, but it's reasonable.

    http://www.automobile-catalog.com/model/chevrolet_usa/chevy_ii_nova_3gen.html

    One other thing I noticed is that the front suspension is weird. At full lock, the inside tire(relative to the turn circle) turns more than the outside tire making it more likely to catch and roll.

    I cheated to make it go that fast. The engine/transmission I used could only take it to 210mph, so I set up a tail wind to push it to 360 before turning the wind off. Not long after that SS the front suspension collapsed and sent it tumbling along.
     

    Attached Files:

    • 2015-01-03_00007.jpg
  15. clayton8or

    clayton8or
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    Re: 1968 Chevy Nova

    FIRST. If you want high speed testing, put a thruster on it, SECOND. you might want to update the OP soon so that people don't all the textrues are broke and its still the moonhawk jbeam.
     
  16. AdR

    AdR
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    BeamNG Team

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    Re: 1968 Chevy Nova

    Thanks for the suggestion but I'm going to update as soon as I think it's worth it.

    The texture problem is because some don't bother reading first before asking. It's explained above a couple of times, it uses the same from the Moonhawk. So if you are using the experimental version, they won't load, as they need to be on the moonhawk folder like the stable version has (not a zip file).

    And yeah, the jbeams are adapted from the moonhawk, I don't mind that, as long as the car works as it should (or close, at least).
     
  17. SixSixSevenSeven

    SixSixSevenSeven
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    Re: 1968 Chevy Nova

    The steering thing is known as Ackerman and used on all vehicles.

    - - - Updated - - -

    The steering thing is known as Ackerman and used on all vehicles.
     
  18. clayton8or

    clayton8or
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    Re: 1968 Chevy Nova

    Using the jbeam from the moonhawk as a base Is totally fine as long as you edit it to make it fit with the nova and behave like it, I see you are doing that nicely so far so I have nothing to complain about so far, except for the very weird torque curve and slow acceleration. Good luck with finishing this!
     
  19. B_Wilco

    B_Wilco
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    Re: 1968 Chevy Nova

    yes, but the inside wheel is 10º too much. It should have a turning circle of 37.5Ft giving it a outside wheel angle of 23.6º and an inside angle 29.6º. The outside wheel is dead on at 23.5º while the inside is at 39.4º. This gives the inside a turning circle of 27.4 ft.

    Though I think this mostly because the jbeam is out of alignment for the steering components
     
  20. Goosah

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    Re: 1968 Chevy Nova

    Ackerman can be changed by moving the tie rod node out towards the wheel more. For the change you need it may only need to move 0.005 to 0.01 out on each side
     
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