WIP Beta released SFWD Ibishu Covet

Discussion in 'Mods and Skins' started by JDMClark, Sep 26, 2015.

  1. JDMClark

    JDMClark
    Expand Collapse

    Joined:
    Aug 10, 2013
    Messages:
    1,347
    Figured i'd throw this on here for you guys to play with.
    screenshot_00003.jpg


    • You install it the old fashion way. Meaning drag files from the zip to the hatch.zip and save
    • After dropping files into game load up beamng and spawn the covet
    • Go into part manager CTRL+W
    • Select drag.pc
    • Enjoy
    This is mostly a JBeam mod so nothing special. I will eventually have a front body kit for the car and do all of the fancy mesh work to give it the new motor etc. Right now its just a fun jbeam mod.

    With just 640hp it is nearly as fast as the moonhawk drag car. Just cant launch as well because fwd... Anyways set it to manual with clutch and launch full redline. Didnt do anything to the slicks other than dropping the psi down to 13psi from 15psi. So no cheating anywhere, just alot of adjustments here and there to make it hook up good. Still needs work, this is my little toy project.
     

    Attached Files:

  2. IBsenoj

    IBsenoj
    Expand Collapse

    Joined:
    Sep 28, 2013
    Messages:
    819
    So Beautiful! Thanks.
     
  3. FastestClassic

    FastestClassic
    Expand Collapse

    Joined:
    Aug 4, 2013
    Messages:
    514
    Wow, this is quite the fun mod :D If you'd like, I can make it show up in the vehicle selector with a preview picture.

    EDIT: Weirdly, after restarting my game, the "drag.pc" isn't loading the drag config. It just sticks to whatever config you have applied.
    EDIT 2: The dogbox transmission doesn't seem to work properly after the restart, either... :confused:
     
    #3 FastestClassic, Sep 26, 2015
    Last edited: Sep 26, 2015
  4. JDMClark

    JDMClark
    Expand Collapse

    Joined:
    Aug 10, 2013
    Messages:
    1,347

    That would be nice, definitely would like that!
     
  5. FastestClassic

    FastestClassic
    Expand Collapse

    Joined:
    Aug 4, 2013
    Messages:
    514
  6. JDMClark

    JDMClark
    Expand Collapse

    Joined:
    Aug 10, 2013
    Messages:
    1,347

    Cool thanks! I'll look into it more tomorrow never had it do that to me. I love how when you hit second gear you can feel it starting to hook up and a pulls so hard. It's hard to get a good run between it and the moonhawk but second gear is where this covet will pull on the moonhawk if you run them at like a 60 roll. Moonhawk definitely has the launch advantage though
     
  7. BreadForMen

    BreadForMen
    Expand Collapse

    Joined:
    Apr 5, 2013
    Messages:
    203
  8. Nadeox1

    Nadeox1
    Expand Collapse
    Spinning Cube
    BeamNG Team

    Joined:
    Aug 5, 2012
    Messages:
    14,683
    Please no. We will surely get 'Why my Covet is not working properly' threads at the next update for sure.
    Check the link above me and adjust your mod.
     
  9. destroyer8769

    destroyer8769
    Expand Collapse

    Joined:
    Dec 9, 2013
    Messages:
    550
    and before you say it wont work, name the zip hatch instead of something like drag hatch, so that it can use the files from hatch
     
  10. JDMClark

    JDMClark
    Expand Collapse

    Joined:
    Aug 10, 2013
    Messages:
    1,347
    Yeah I was planning on setting it up like that. First release was just to pass it out for testing. I appreciate the link I'll definitely have it set up correctly in a later update. I just smashed it together the only way I was familiar with just to post it. Anyone using this mod I would hope is familiar with the way it works. Anyways I'll fix it at a later time thanks.
     
  11. mtchll3

    mtchll3
    Expand Collapse

    Joined:
    Mar 31, 2014
    Messages:
    294
    just make a hatch folder in mods/vehicles, place all the parts there
     
  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