A few months have passed since the last time I posted here on this thread, but I have now gone ahead and made the latest update of the S60 mod available to everyone. Apologies for the long delay, but my personal life got in the way. This is one of the reasons why I really don't like keeping promises regarding deadlines, as it leads to additional and unneeded mental pressure. So what are the changes compared to the last public release? These include, but are not limited to the following: The facelift gauge cluster is finally in a usable, albeit basic, state, available in gasoline and now diesel options (thanks to JK_S60R for providing the diesel gauge textures) Added Ixion II wheels for facelift R-Design models, sourced from Need for Speed: Edge Tweaked some materials and shadings to the model Improved rear glowmaps for the S60 Added a pre-facelift diesel gauge cluster option (metric or imperial, base or R-Design) Implemented a speed limiter, with the options being 130 mph (210 km/h), 155 mph (250 km/h), or completely disabled Like the headlights, taillight variations for EU-Spec and US-Spec models are available on sedan and wagon models, with the only difference being the functional reflector light integrated into the light unit for the latter market Revised DSE in general under normal and spirited driving conditions Additional wheel variations made available to some existing wheel designs All of the lights and glass are breakable, with some of them receiving some changes to the UV mappings for better broken material visuals (they aren't 100 percent perfect so keep that in mind) Facelift T5 models with the Drive-E designation now only have a turbocharger for its 2.0L I4 engine rather than the twincharger setup found on the T6 Drive-E and later Polestar models Configurations have been updated to reflect these changes Incorporated the changes made by DontKnowWhy186 Some general cleanup within the .zip file Spoiler: Updated Credits Turn 10 Studios - S60 R-Design and S60/V60 Polestar models from Forza Motorsport 4 and Forza Horizon 3 EA Spearhead - Ixion II wheel mesh from Need for Speed: Edge Volvo Cars - reference materials for many of the lower-end parts created for this mod BeamNG Team - some bits and pieces taken from official content and adapted to this mod baarry5444 - originally made the mod years ago, then became an equal contributor on further updates and improvements Spiicy - responsible for the bulk of the work done to the point where it was worthy of a public release (modeled many parts, edited JBeam structure, updated materials, etc.) ThatTonybo - programmed the pre-facelift digital gauge cluster Ai'Torror - JBeam help DamienDutch - suspension and drive modes assistance Nekkit - baked AO mappings for wheels !nick - facelift headlights fix DontKnowWhy186 - adjustable final drive ratios, exhaust sounds dependent on drive mode JK_S60R - provided facelift diesel gauge cluster texture Beta-testers for their feedback prior to the public release Everyone who provided feedback on this thread Total downloads: approximately 53,000 Until Spiicy updates the main post to include the latest version, and since there's now a file upload limit on the forums, you may download this version attached below (it will be a few MB smaller). And please clear your cache before using it, as the model files are edited with the changes listed above. If some materials are not loaded correctly after a few seconds, then reset the vehicle with Ctrl+R or reload the game. In light of recent concerns about third-party websites, I will continue to reiterate the fact that the only place to safely download the mod is the forums. You may NOT claim this mod as your own creation on external sites as well. Sorry if I'm sounding like a broken record here, but these points are necessary regardless. With that said, you might be asking, what will happen to the S60 mod going forward? It's really hard to say at this point, because I still have my own personal matters to deal with for the foreseeable future. The same goes for Spiicy with his own matters. Don't get me wrong, there are still some plans to implement a few more things to the mod down the line, but as previously mentioned, there's no guarantee we can get them sorted out. Updates won't be frequent as well, but that's to be expected given the circumstances. Nonetheless, anyone who wants to make any improvements to the following below can reach out to either me or Spiicy; any help is appreciated! Spoiler: Potential future plans (may or may not happen) Model more wheel designs Additional exterior and interior customization options Skin support Openable panels (note: me and Spiicy tried doing this but gave up) Animated interior props Cargo load options Detailed mirrors Proper facelift gauge cluster implementation with HTML and all Analog facelift gauge cluster Right hand drive conversion Plug-in hybrid powertrain (note: will ask for proper permissions if this gets revisited) Some Volvo safety features STCC and V8 Supercar race variants Anyway, that's all for now. Please enjoy the latest version of the S60 mod
For some reason, all the plastics on this car have become white or chrome. I've deep cleaned the cache and it didn't help in any sort. This is the case for the pre-facelift as well.
That's weird, I did not encounter any of these visual issues on my end. I tested it on a few computers I have and they all loaded just fine. Even the beta-testers did not mention this problem. If clearing cache did not work, then check if there are any residual .json files from the mod in the vehicles folder. (In other words, the directory is as follows: AppData\Local\BeamNG.drive\(current version of the game)\vehicles.) If you see the S60RDesign folder there, then I recommend moving it elsewhere, especially if you have saved a few custom configurations. Open the game and try loading the vehicle again.
Somehow it fixed itself without me needing to do anything extra. Just booted up beamng, and its good now.
After doing some further testing, I've noticed that some materials need some time to be loaded in; in particular, the paint, glass, and, yes, the plastic and chrome trim. That's because all of these are PBR materials to some extent, and the texture cooker needs some time to do its work. They should be set in stone after a few seconds, but if not, a simple reset with Ctrl+R or reloading the game should fix that for good. I've edited my message with the attached updated mod to include that information so that it will clarify everything. Thanks for informing me about that observation though, it did slip through my mind while I was initially creating the post. And regarding the last message to troubleshoot the issue, I'll keep that up as well, because the procedures can be applied to some mods with missing or broken materials under certain similar circumstances.
Now that I think about it, good point. I thought it was broken as it would usually show the [IMPORTING TEXTURE] thing if it was stuck on importing it. Thanks for taking the feedback into consideration.
Is the facelift digital gauge cluster not fully worked out? Temperature, fuel consumption, remaining range, time are not displayed correctly, and the temperature and power bars are gray
why facelift gauges not have diesel option? before you relase this ´´update´´ you post here diesel gauge´s ( on facelift gauge)??
As previously mentioned, the current facelift gauge cluster implementation has its own limitations. I was not able to incorporate all of its features as much as I wanted, but rather only the basics such as the digital speedometer and tachometer. It's either I had at least something attempted, or left it completely broken and unusable. I'm not sure if and when a proper implementation using HTML and the like will be done, so this is the compromise I came up with for the time being. I only said I would implement the pre-facelift diesel gauge clusters for this update. The facelift gauge cluster as it stands is meant for the gasoline models. While I understand your disappointment regarding the diesel option, I simply don't have enough references to do it justice. I would love to have that added in the future, but I also don't have the time to do so at the moment.
So I decided to maybe experiment a little and see if I can get a diesel facelift gauge made in the style you've done it, so I took Volvo's official video from 11 years ago demonstrating their digital gauge cluster as a reference. Seem alright to ya? And yes, I know it's not entirely perfect there, but the general layout is what I'm aiming to replicate here at the very least. in-game result: And just for fun, I modified the reference image itself and adapted it to see how it would look (super crusty but still):
Those facelift diesel gauges looks decent and would definitely be sufficient for the mod. To be honest, I relied on Google Images and the results were more or less of a mixed bag. Maybe I would have eventually stumbled upon the official video from Volvo, if only I had more free time today that I used to have back then. Feel free to attach the revised gauge cluster texture somewhere in this thread and I'll get to work with the final touches before releasing a quick update to the mod. At this point, Spiicy and I will be excluding the openable panels and animated shifters from our to-do list. They are highly unlikely because they require even more JBeam changes to be made. Yes, they can be done if time permits, but that's what we don't have: the time needed. As a matter of fact, we did attempt doing them several times, but unfortunately, we ran into various issues and scrapped them not long after. So like the reworked Bugatti Chiron mod, the S60 mod will not have openable panels and animated shifters anytime soon. I'm not sure what you mean regarding the last part of your message though. I apologize for any inconveniences.
Understandable, for my last part try to drive on any dirt road and sound of dirt and rocks inside car is backwards
If it would help, I could take some photos of the cluster in my USDM gasoline V60 for you to use as reference.