Re: 1968 Chevy Nova - UPDATE 0.4b - 01/08/15 For the automatic, it's because of 2 things: 1) it's based on the shift points on the engine. The "shiftDownRPM" and "shiftUpRPM" define the shifting RPM for Automatic mode. 2) The transmission "clutchTorque" is too low. It needs to be higher than the peak torque of the engine. It's set to 500Nm and the 427 makes 620Nm. 800-1200Nm seems to fix it once you adjust the shift points. I have been playing with a 3-spd auto a little bit and I got one that acts at least half decent. It's gear ratios are the same as the 3spd offered that usually had a 3.08 attached to it. It tends to hunt for gears a little bit, but it can also "drop" a gear for some nice acceleration when you hit the throttle. I tested it on Pikes Peak and it did well enough. It's already come a long way and it looks fantastic. I can't wait to see what it looks like finished.
For some reason even the new update does not seem to be modeled right on experimental, like, it doesent crash the game, it is just missing parts
Thanks for clearing that for me. I wasn't sure what the "clutchTorque" does, now I understand how it works. I'll give the auto trans a try, though it could be useful maybe for the 350 engine version, and to add a steering column shifter. Have you followed the instructions? I'm not sure what else could be wrong as it works ok here with a recently installed experimental version.
I'm still getting the same problem. I deleted the contents of the folder, then the folder itself and installed it and still missing body parts. I even uninstalled it, started the game then shut down the game and installed the car but it's not working.
Also deleted the cache in \Documents\BeamNG.drive\cache\vehicles\68nova ? FilsFilms also has the experimental version and looks like it works for him, should be ok for everybody then. Btw, can't wait to check out that video! Modeled new Torq Thrust "M" wheels with new tires too. Only problem I'm having is that with the lowered suspension, somehow I should reduce the steering angle to a lower value, because the wheels hit the fender like this.
The new Torq thrust wheels look amazing! I also love the texturework on the tire and the little dirt patches on the bumpers and sides. Great level of detail in general! By the way, I have no problem with the 0.5b version in experimental....never had any problems actually. Edit: That render below: Amazing!
Thanks for the fantastic car, its definitely one of my favorite mods! I really appreciate the excellent work and i'm looking forward to your future mods!
Thanks, good to hear it is working properly! looks like deleting the cache does the trick. I wanted those wheels from the beginning, is just that I was too busy learning and trying to make stuff work. This was going to be the "tease" render for the wheels but the action shots looks cool too.
Thanks! that's a big complement considering that I've modeled this thing 10 years ago, and I'm recycling what I can. Here's a shot of the new interior textures. Only made some adjustments to the model. Lowered polycount mostly, and some minor details. Might use new textures for the gauges, depends on how much time I decide to spend on it.
Getting close to it's final release, there won't be any more betas for now. Just some minor details to do and should be on it's way
Thanks! it's a matter of setting myself a deadline, otherwise I can go on forever adjusting things, creating new parts, etc. So I'm doing the final tests to see if there's a big problem somewhere (already fixed a big jbeam mess) and should be ready to go. Right now, the steering wheel, gauges and pedals all work as they're supposed to, as well as lights.
This mod is uber exciting. Gonna download the latest shortly. I've been saying this a lot lately but you have what appears to be serious dev quality acumen. So cool and welcome aboard!