Thanks again fufsgfen, I'll probably leave the props till last. I'm currently adding the suspension flexbody and had to partially rework the front suspension to get it to fit. I've encountered another problem with oscillating toe angles when under wheelspin. Looking at the stresses of the jbeam, it appears there's some sort of resonance occuring between the wishbone and tie rod arms. I've tried giving the tie rod arms different beamspring values to the wishbone but the problem persists. My spring values are //wishbone {"beamSpring":9001000,"beamDamp":20}, {"beamDeform":300000,"beamStrength":1500000}, //tie rod arms {"beamSpring":12001000,"beamDamp":500}, {"beamDeform":300000,"beamStrength":150000},
I'm really terrible bad with spring values of jbeam, usually things just explode or become jello when I touch them. Anyway, there is few cases I know that might cause what you are experiencing. 1st is that wheel hub diamond is too small, front/back direction I think it was. 2nd is that wheel/tire node weights can be heavy, it creates kinda vibration where wheel wobbles, this would match to resonance. However that is something where also size of suspension, how far apart suspension nodes are, is enhancing the effect. So it is kinda difficult for me to say anything certain about this.
You've saved me once again fufsgfen! It turns out the nodeweight for my tyres was 0.9kg. I changed it to 0.15kg and there's a lot less wobble. Someone really should put together a guide on how to do suspension properly, maybe once I finish this I'll do just that.
With low tire node weight you might end up with instabilities, so if your brakes cook even your car is not moving and wheel rotate even without moving, then you know there is too little weight. They can become unstable, blow up on bumps etc. Just so that you know what to except when value becomes very low, it also had some effect to handling. It is all about finding balance of damping, spring and weight, but it is hard to tell what is correct balance.
Will do need to make a few fixes to the model so this can go on the list. Got a few screenshots of the suspension flexbody in game. I just need to add the torsion bars to the rear. Also, for some reason I can't get the beamlimitspring values to work on the rear shocks. Without them the whole rig inverts if you land hard on the rear wheels.
Spring and damp to 0 is important bit: {"beamPrecompression":1, "beamType":"|BOUNDED", "beamLongBound":1.0, "beamShortBound":0.0}, {"beamSpring":0,"beamDamp":0,"beamDeform":600000,"beamStrength":2314000}, {"beamLimitSpring":4001000,"beamLimitDamp":1500}, ["nr26","nr9"], //limiter
Awesome that helped a lot. It still inverts occassionally but only if you're dropping the car from a great height. Meanwhile, the rest of the suspension and powertrain flexbodies have been implemented!
Is this car using pressure wheels or hub wheels, because I recommend pressure wheels. There better in every way including using universal wheels
Made some improvements to the suspension and engine. The stock engine that comes with this car will be the 1.9L. I've added the body panels and doors. It's just the lights and props after that, and a few things here and there that need doing. I'm not sure what to do for texturing or sounds as I've never done anything like it before. Maybe I could recruit a volunteer
For sounds, you could use Covet sounds for starters. Getting good samples and looping them well is kinda challenging and might take surprisingly long, so it would be fine to use placeholder sounds meanwhile. Then textures are tough, some seem to be really good at making them, but for me those are nightmare, I'm using often just solid shade diffuse color instead of texture and then hope to get around making textures some day, one needs really practice a lot to get texture making I think.
Same problem, Using solid material color is ok in non real time rendering. But in game it's best to have most of the things in only one material and one texture. (like one for external, one for interior) What i did was in most case redoing the UVmap and then drawing on it using Inkscape. For me it's the best tool I could fine as i don't know how to draw correctly. Then i add some noise with Gimp to not have that anime solid color everywhere. You may need to bake normal to add details like corrugated effect on the chassis
Powerpoint works surprisingly well too, you can copy paste PP creation to image editor which is handy at times. Inkscape is really nice, I also have Clip Studio Paint which does some thing better, it draws vector and raster and has quite advanced drawing helper functions, but is not free, however with that I can do some drawing as it is so easy to fix mistakes in it. I have recently learned that secret of good graphical performance in this game is pretty much using least possible amount of materials, so indeed with textures using texture atlas that should be better performance than with many solid color materials. It's about managing CPU time. Not sure if there are even more to it than that though?
you can also try to decrease as much as possible the number of UV islands, Every vertex on a seams is duplicated. It only have an impact when you have big objects with high number of poly.