To everyone who reported that the S60 mod has been reuploaded onto third-party websites, it was going to inevitably happen for public mod releases. Therefore, please refrain from further derailing this thread with such reports. All you need to know is that the forums and repository are the only recommended places to download BeamNG mods. Like JorgePinto and his mods however, Spiicy and I will attempt to update the S60 mod on a regular basis so that any reuploaded copies will become obsolete. Such updates will not only add new content (if applicable), but also fix some bugs and issues that have been reported so far. Thank you for understanding
Currently, it uses the old suspension noises from about 3-5 years ago. Probably the default, the dev might add his own noise packs or take it from the vivace or a different modern day vehicle already in the game.
As a few others have mentioned, with Race coilovers you can not lower the front. It does not respond to any changes, unlike the rear suspension. Edit: Correction, you can lower the front if you adjust the spring rate much lower. But I'm fairly sure it shouldn't be this way.
Not to be annoying would you be able to implement this mod? https://www.beamng.com/threads/realistic-headlight-patterns.84947/
Been messing with the suspension for a while. Before I used to have trouble with oversteer after oversteer, and it used to jump over bumps. Both issues have been fixed and made a video of me driving around. Might make an old vs new comparison, but when the update comes out i guess just compare old vs new
https://documentation.beamng.com/tutorials/mods/installing-mods/ --- Post updated --- Guys, what happened to the link?
Small update, fixed mirrors, they now separate from the door. @DamienDutch tweaked the polestar suspension even more, making it better. That has been added. Along with other small stuff fixed. Download on page 1.
For the 2 other suspension nerds here, ill explain what i did. Spoiler: Suspension shit When I was making this suspension for the first time I thought the tuning of fast rebound didn't really matter, nor did I know fully how much sway bars effect over/understeer. Now I've been experimenting more with suspension in some of my own configs with the biggest learner for me being the new offroad map. Over this I feel live gotten a great view at what makes a damper good for bumps. I'm kindof dumbing it down a bit, but here is a rule of thumb I made for how 4 way suspension works: Spoiler Bump, for normal driving bodyroll forward backwards stuff Fast bump, affects hitting jumps bumps and landing Rebound, affects car jumping up or slowly going up with wheels on ground Fast rebound, affects the suspension extending in air I started out with tuning the standard bump and rebound, its quite soft but overall handles well, with this I adjusted mainly the rear swaybar to remove alot of the oversteeryness the previous version had. I then went to gridmap v2 and tested the suspension there, just messing with fast bump and fast rebound to make this great over bumps. There's 3 main modes I have/made to slot suspension into. Soft, normal and hard. The 1st thing I made went into normal. Then I tuned the suspension for soft mode more for staying planted on rough roads, and tuned the hard mode more for predictable and fun handling. Currently I'm not satisfied with the handling just yet. I think soft mode is the best right now, normal mode is still quite a good balanced ride. But the hard mode, its just too stiff and race-y for a road car in my opinion. The reason for my dissatisfaction with this mode is that it oversteers when braking and trying to turn, alot of people would probably say this is expected for a front engined car (wich sends most of the power to the front). While this is true, I still think a modern car like this should be more forgiving in terms of driving, especially when braking. And btw, feedback about the new polestar suspension would be great!