WIP 1980 Honda Prelude

Discussion in 'Land' started by AdR, Jan 21, 2015.

  1. Hati

    Hati
    Expand Collapse

    Joined:
    Aug 5, 2012
    Messages:
    1,388
    If you tune it right, going by the way it's currently deforming, you'll have a car on your hands that takes damage beautifully. Don't give up on it, that jbeam has potential and we don't want to see that nice model of yours die.
     
  2. KingCatLXIX

    KingCatLXIX
    Expand Collapse

    Joined:
    Oct 19, 2013
    Messages:
    33
    Please dont let a project this close to completion die, if need be, send it to someone with experience to fix things e.g. DS or others.
     
  3. AdR

    AdR
    Expand Collapse
    BeamNG Team

    Joined:
    Feb 6, 2014
    Messages:
    306
    First off, thank you all for the support and the words of advice, I wasn't planning on letting this go, but I was about to take some time off it to move on to another platform.

    Lucky for all of us this is not the case, decided to keep moving forward, took note of everything in the last posts and fixed a lot of problems wich I was unaware before because of my lack of knowledge (it's a tedious learning process).

    This is how a 35 mph crash looks like:

    2015-03-03_00004.jpg 2015-03-03_00005.jpg

    And about 60 mph:

    2015-03-03_00007.jpg 2015-03-03_00008.jpg

    Still the front fenders clips behind the door for some reason. It seems that the top horizontal beam won't crumple, been trying with different values but still no luck. Need to figure out exactly what makes them "shrink", the beamdeform value should be higher or lower? The front bumper also needs work, has to crumple like metal on the center, and plastic on the corners.
     
  4. Wheelie

    Wheelie
    Expand Collapse

    Joined:
    Feb 1, 2013
    Messages:
    270
    I'm envisioning putting some Pigeon/Covet steelies on this once you release it.

    Looking more awesome every day. Keep it up, man. :)
     
  5. FAN_RJS

    FAN_RJS
    Expand Collapse

    Joined:
    Feb 13, 2015
    Messages:
    18
    Great progress CB, glad to see your dedication and your imput! the results gonna be preciated by all the community! Keep up!
     
  6. AdR

    AdR
    Expand Collapse
    BeamNG Team

    Joined:
    Feb 6, 2014
    Messages:
    306
    Thanks guys, things are looking up!

    Some texture work, nothing's 100% final, just trying some things so I don't get bored with jbeams.

    2015-03-05_00003.jpg 2015-03-05_00004.jpg 2015-03-05_00006.jpg
     
  7. KingCatLXIX

    KingCatLXIX
    Expand Collapse

    Joined:
    Oct 19, 2013
    Messages:
    33
    dat is some porn right there. When this gets released im planning on doing a weathered, battered, faded clear coat re skin with rusty steelies on this. Thats if i get permission of course.
     
  8. DavidTheTechGeek

    DavidTheTechGeek
    Expand Collapse

    Joined:
    Feb 8, 2014
    Messages:
    135
    You should add the screenshots to the main post. Is there and expected release or is it too soon to tell?
     
  9. monte379

    monte379
    Expand Collapse

    Joined:
    Dec 24, 2013
    Messages:
    789
    I'm glad to see that things are looking up:) I would hate to see it die, keep up the awesome work it looks great!!
     
  10. ssm1997

    ssm1997
    Expand Collapse

    Joined:
    Oct 5, 2013
    Messages:
    51
    lol i know u have other things to worry about, but have thought about the engine sound, are you going to use the beam ng stock sound or a custom one?
     
  11. shockwaffleman

    shockwaffleman
    Expand Collapse

    Joined:
    Aug 15, 2013
    Messages:
    152
    Ohh, this is b-e-a-utiful. And the fact that this has come so far in such short time, makes me all fuzzy inside.
     
  12. AdR

    AdR
    Expand Collapse
    BeamNG Team

    Joined:
    Feb 6, 2014
    Messages:
    306
    Don't think it'll make a difference. For those who follow the thread, they know where they are :) and hard to tell what's the release date, still needs texturing work and some adjustements. Not to mention the performance parts, too (engine, wheels, etc.)

    To be honest I play the game without sound, I really don't care about that, at least in this game.

    Small update, now all parts are in place and weights a little below 950kg wich is pretty much the real value without driver.
    Still needs some adjustements here and there but it's very playable and deforms quite ok.
    Now it's time to finish UV's and textures.

    2015-03-05_00011.jpg
     
  13. OMGWTFBBQ2

    OMGWTFBBQ2
    Expand Collapse

    Joined:
    Sep 29, 2013
    Messages:
    57
    This car looks sexy, I cannot wait for its release dude! ;)
     
  14. crashmaster

    crashmaster
    Expand Collapse

    Joined:
    Aug 4, 2013
    Messages:
    1,812
    Are you gonna try to make the tires the new way the devs are developing it? It would make it more realistic and better to handle.
     
  15. AdR

    AdR
    Expand Collapse
    BeamNG Team

    Joined:
    Feb 6, 2014
    Messages:
    306
    The car it's up to the latest standard in terms of setup, handling and quality. I'm keeping track of every update so when it's released it will have all the features like an official car.
     
  16. AdR

    AdR
    Expand Collapse
    BeamNG Team

    Joined:
    Feb 6, 2014
    Messages:
    306
    Interior UV's done, just missing the steering wheel, textures about 80% completed, dash needs work and some adjustements to the doors and roof are needed.

    2015-03-08_00006.jpg 2015-03-08_00008.jpg

    Testing out glow maps, they all work now, still need to figure out why lights don't break when smashed.
    Also added some factory colors to choose from.

    2015-03-08_00009.jpg 2015-03-08_00010.jpg
     
  17. KingCatLXIX

    KingCatLXIX
    Expand Collapse

    Joined:
    Oct 19, 2013
    Messages:
    33
    looks smashing, maybe one of, if not the most, detailed 'Mod' this game has seen. Inside looks amazing however i dont want to be negative, and i know you had trouble with the rear suspension, there is too much camber. Maybe you could fix that later on with even more tweaking. Anyway dont let that bother you just yet and cant wait to see this thing being driven on my screen.
     
  18. AdR

    AdR
    Expand Collapse
    BeamNG Team

    Joined:
    Feb 6, 2014
    Messages:
    306
    Well now that you mention it, yeah, that bothers me! :) gotta fix that damn suspension setup, I'm sure there's something I'm missing there.

    Edit: the camber issue happens when there's too much abuse (couple of jumps), just noticed that the sunburst has exactly the same problem on the rear suspension after taking some abuse or using the parking brake. Might have to do with the slidenodes, but I don't get why the front is perfect and the rear doesn't while it uses the same setup except for the tie rods.
     
    #178 AdR, Mar 8, 2015
    Last edited: Mar 8, 2015
  19. KingCatLXIX

    KingCatLXIX
    Expand Collapse

    Joined:
    Oct 19, 2013
    Messages:
    33
    No worries then mate! Just keep up the brilliant work. :eek:
     
  20. AdR

    AdR
    Expand Collapse
    BeamNG Team

    Joined:
    Feb 6, 2014
    Messages:
    306
    Thanks! not that I'm worried, I'll try to fix this before releasing. The car like this is 100% drivable right now and the handling is perfect. The problem comes with the abuse, but other than that, the camber of the rear wheels holds the right angle even after a couple of laps at Hirochi raceway.

    I'll try modifying the strut mount height (as this is a mcpherson setup, no upper arms), combined with the coilover precompression, might do the trick.
     
  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