I am sorry to report that I haven't made any visual progress on the car, I have tweaked some jbeam aero for the moment however. But, remember how I mentioned something about a racetrack.. .. This is just a test mesh to see what kind of workflow is required to get a working course into beam, the final track won't even have a single thing in common with what you are looking at, this was made in about 2 hours. I also learned how to make the UVs for it too thanks to watching dummiesman mess around with "Follow Active Quads" even though my UVs here are halfass. The final track will also include banked corners and elevation changes, I'd like to make a track that takes around 4-6 minutes to complete in a slower vehicle. It will basically have: -Tirewalls -Catch Fences -Concrete Walls -Cambered and Banked Roads -A scenario -Proper Mesh-to-Terrain transitions so I can use sand and grass that actually slows the car up. -And possibly a pit lane and AI pathfinding [Can't say it will ever work properly] It will not however be a replica of a real track. Halfass.png
Zorrieta Raceway [Zor-reet-ah] Proof of Concept Here is the layout of the track. Current Length = 5Km/ 3.11Mi
The track now has banking in-game, and elevation. Track was scaled down to accommodate for track width. Length was calculated more realistically this time to get a more accurate result. Track Length ~ 4.6Kilometers / 2.86Miles Track Width ~ 12.1Meters / 39.7 Ft Sorry if the race car doesn't seem in focus, I am not abandoning the project, I am just taking a short break because I am currently motivated to do stuff like the track at the moment, besides it will likely somehow make the car better, every mis-step, delay, and set back seems to have done so from before.
I have to say, I'm amazed at how good the redesign you showed in post #585 looks. Good job! Also, with the racetrack, would you consider making two versions: one normal version, and another with very few trees, for example, that would run more smoothly on lower-end systems?
Absolutely... but idk if I will need an alternate High FPS variant since I generally like to keep things high FPS in general. Depending on how many assets I use I will consider. at the very least if it gets released and people such as you report FPS problems it will be made. what about POST #597? Also, I apologize to all users and active following members of the project about the lack of progress, there have been changes just nothing to write home about.
Some modeling progress to report. I know there are a few errors in the mesh and things, but I think it will work for the time being, the width scale might be a tad off.
Some phenomenal work here mate, looks a lot different than the current release in so many positive ways!
Looks like a new DLC for Automation. Which means it's looking very nice. But as a critic, the cabin seems a tad too high.
I was going to say the same thing a day ago but I have been enough of an annoyance to him over the past few months.
I'll see if I can do anything about that, but I need to make numerous changes first before tackling that, I should also mention it is only a small percentage larger than the 787B in terms of height, the roof needs adjustments and the back of the cockpit needs a point where it will be cutoff for the door. The engine cover needs reshaping, but for now the one that is there is a proof of concept so that will have to be changed along with it.
I looked at some RL pictures for comparison and because the hood is so low, the (front) fenders oversized and the cockpit has a rather unusual shape, it appears that your car has a massive scale of features. It IS NOT a problem, it's just that most race cars would be more smooth, like this one: Yeah, I know, I'm an annoying bastard and I do realise the roof isn't done.
It's not done yet, it's also based on the countach a bit more than other cars in the front. The hood is also the 2nd least finished part that actually has any model completed. the bit in between the quarterpanals being the hood like part is literally a placeholder, because the exterior cockpit needs to be completed before the hood can be finished. It's also designed to keep the wheels from clipping as much when the front end hits a bump. Yes I know that it isn't quite like many of the Group C cars on my front end, but at this point the mod is really just for my personal wants and I am going in my own direction mostly, I've learned alot about modeling texturing and jbeam. Eventually the car will get re-jbeamed and have an entire chassis remodel
Ignore the hood for now. But here is some progress I just made. Roof tweaks and rear engine cover remodel.
Progress may be slower/faster for the next little bit... really depends. I'm going through some huge life changes so expect inconsistencies.
Class A is suppost to be "Group C" now, and Class C might be a proof of concept for the future, but don't take my word for it as of this moment.