Theres a hole in the floor of the "Extended short frame" D-Series visible when the rear seat is removed.
Does anyone else think the foliage around the sandtrap looks much better (see: denser) than the rest of the map?
This is one of my favorite updates ever! But there's one problem, the bx sounds bad now. I don't know what happened but the new sound is definitely not as good, and by not as good i mean i just don't wanna drive it till the old sound gets put back. One potential solution to this would be to add a new exhaust for the new sound that you could for example put on the rally configs.
I love what you're doing so don't take this the wrong way, but I do have one humble request when it comes to vehicle remasters: Please, I'm begging you not to turn any more BeamNG original cars into lore-friendly versions of real-life cars. Part of what made BeamNG's cars so cool was that they stood on their own, rather than just being real cars with just enough exterior details changed to keep the lawyers at bay like in some other games. But the BX is practically a lore-friendly S13 replica after its remaster, and now the Sunburst has a flat-four to make it a Subaru. And let's be honest here, the engine is pretty much the worst part of the Impreza anyway. The styling did stay distinct (although the back of the wagon is a little strange), and the engine options aren't completely identical to Subaru's, but I can't really think of any other manufacturer that has ever used a front-mounted boxer in an economy car. (And also, please don't ever nerf these engines down to Sunburst level in the SBR4. If anything, the Sunburst should be able to hit 950HP and take it like the SBR4. Just to show that this isn't some weak little Subaru engine that explodes if you try to exceed 500HP.) On the other hand, thank you, thank you, thank you for not making the itasha livery lewd. Loving the expansion of rally configs. Regarding performance testing, that interests me because I'd dabbled in doing it manually before, and while it was a pain, I think I worked out a system that would have been pretty good if it could have been automated. Basically, I was using the old-Forza five-metric system: acceleration, top speed, grip, launch, and braking. Acceleration was the hardest to get right; what I eventually settled on was using the acceleration-per-second mod app at one reading per second. I rated acceleration based on an average of these readings, taken from 15% of top speed to 85% in order to get a good picture of midrange acceleration without the result being skewed by wheelspin on the low end or power falloff & tall gears on the high end. An average of 2 MPH/s corresponded to a score of zero and an average of 7 MPH/s corresponded to a score of 200, with the exact score being determined by a formula of (n-2)*(200/5). Top speed was determined very simply by flooring it on Grid Small Pure until the g-meter app (or, later, acceleration app) no longer showed any significant longitudinal acceleration. 60MPH corresponds to a score of zero, 240MPH corresponds to a score of 200. My formula was (n-60)*(200/180). Thinking about it now, this one may have been a bit too generous; 80MPH might have been a better floor. Grip was tested by easing up to the limit of adhesion at a cruise-control-maintained airspeed of 60MPH, again on Grid Small Pure. 0.5g corresponds to a score of 0, 1.3g corresponds to a score of 200. The formula was (n-0.5)*(200/0.8). Again, I now think this may have been too generous, and 0.7-1.5g might have been a more useful window, albeit may also have required extreme downforce to have any chance of "maxing out". Braking was tested, again very simply, by turning on arcade ABS and full braking from a steady 60MPH airspeed, with score being derived from peak g. 0.5g corresponds to a score of 0, 2.0g corresponds to a score of 200. Formula was (n-0.5)*(200/1.5). Launch was, again, a function of peak g. There is no arcade TCS so I pretty much just had to do the best I could. Same window (0.5-2.0g) and formula as braking. Scores could at least theoretically go below zero and above the intended maximum of 200, and once collected would be added together to get an overall rating out of 1000. This would then be plugged directly into Forza Motorsport 3's class structure: F 100-200 (or in my case 0-200), E 201-275, D 276-350, C 351-425, B 426-500, A 501-600, S 601-700, R3 701-800, R2 801-900, R1 901-999, X 1000+. To get "outward-facing" scores for each individual metric, I just normalized any out-of-bounds scores up to 0 or down to 200, then cut them all in half. So for example, here are the results I got for the Autobello Piccolina 110 A: Acceleration: 3/100 Top speed: 7/100 Grip: 35/100 Launch: 11/100 Braking: 35/100 Overall: F 181 And I'm not saying all this for no reason, I'm legitimately suggesting this or something similar to it as an alternative to the current performance rating system. A stock or nearly stock Wigeon should not be in high C class with a score of 46/100 as seen in the release announcement screenshot (it should be near or under the score floor), and C should not be the lowest named class. First, because trying to accommodate meme cars while outright not having enough classes is exactly what wrecked Forza's PI & class system in later installments, and second, just to avoid accidentally dignifying Jalopnified hipster car culture. (And I'm not kidding about that last part. Jalopnik and its consequences have been a disaster for car culture.) Probably some of the formulas could stand to be adjusted, because there's no way a stock 1100cc Piccolina should be hitting triple digits out of 1000, but this would still be better than a system that puts an unswapped Wigeon almost halfway up the scale. Again, please don't take this the wrong way. I love what you're doing and this is a good update on the whole. Just a bit of hopefully-constructive feedback. (Most minor nitpick ever to finish it off: I really do think orange with white was a cooler default combination for the street tuned Sunburst. In terms of color combinations for a car, "creamsickle" is definitely one of the better ones.)
No it's honestly way too weak, even the 2nd gen pessima is stronger in front overlap crashes and that's a car from the late 90s, the impreza from a similar time is way more solid.
The Off-Road Bash bar rear bumper is really cool! However, the spare tire completely obscures the license plate. Could we get an option have a relocated license plate on these bumpers?
damage to rear seat in ETK 800 reliably causes instability, i noticed when placing a heavy loose box in the rear with no seat, but using nodegrabber with cargo box slots causes it too like in the clip.
when driving on this config the traffic stops (traffic also stops if you take any car but play with the steering wheel (i have moza r5) )
Not a bug, I just wanted to thank the devs for such a nice update. The Sunburst is now looking and sounding awesome, and the rally mode with the voiced directions really add a lot. I also find it amusing that BeamNG now has a canonical maho shojo anime and I'm expecting a full season soon.
Pillar strength is pretty much 1:1 with Subaru Impreza irl. Most likely your perception is wrong due to most other cars in game having way too strong pillars, something we want to fix soon if possible
The Sunburst has a mix of halogen and LED lights, a relatively common thing on cars from the 2010s era. The halogen ones are smooth and LED ones not.
2009 is not really considered modern anymore, it's 16 years old. Also rear end crumple zone regulations are much less strict than front end ones, this is intentional.
Bug report: The game crashed after I tried to do a huge screenshot with the new Sunburst Trackday config on Hirochi Raceway. Error code: BeamNG 0.35.1.0 0xCFFFFFFF STATUS_APPLICATION_HANG The game engine is Vulcan