Note to self: kutchy gets super touchy when it comes to suspension... To be fair with mrlinux tho, it does look like a macpherson setup at a glance.
More work, the map is a little sparse for 70% of the road but its getting there. Objects have separate visible and collision meshes too meaning that most of the geometry is very simple in case the tank traps were causing you panic Most of the map has a very dark and abstract theme, personally i quite like how it is turning out. Having a lot of fun especially since there is no texture work to be doing.
Still working on this thing... Still needs UV's on drivetrain/engine, textures, UV's on body, wheels modeled... :/ YP408 might need to be put on hold. Drivetrain has some issues I can't quite work out (It bogs down on the slightest incline with the real-ish engine and I can't figure out why, since irl it should take a 50% incline). New rallycar with unrealistic high power engine though? Version below is a drift version btw, way higher steeringlock, Limited slip diff, slightly different tires and stiffer rear swaybar... And that reminds me, still need to model the bodykits+intercooler and the lower-spec engine :/
Would changing the ratio on the differential, while adjusting the transmission ratio to match the current speed in each gear help? Also great work.
It would a bit, but I'm using the real life gear ratios currently. It's just such an underpowered engine and BeamNG doesn't like to simulate the gear ratios either. I've found half of the problem though: My diffs weren't working properly. It has one differential listed in the suspension jbeam(an open one which shouldn't exist) and then about 4 more in the wheels themselves which I put there. For some reason the wheel ones do not work at all, but the open one does. That explains the central axle starting to spin on an incline, causing it to bog down, and me being unable to lock the wheels together. Problem is, if I remove the one open diff, the physics freeze up. If I change the diff to a tight closed limited slip(we can't do locked ones) and/or move all the diffs to the diff-jbeam, it freezes the game. If I change anything at all in that differential, it freezes the game... Have to look at it when I get home from work, I'm sure it can't be too difficult, just missing something with my sleep-deprived head lol. :/
Now is it my imagination or did you at some point say that this thing looses its roof in high speed collision?
It's a Toyota Chaser, not a Cressida... And yeah, it does lose it roof if you go under a low enough object at extreme speed
Basically everything attached to the car can be detached like fenders, lights, wheels, bumpers and so on. If you would make a car completely out of attachments it could completely dismantle. But i'd guess it would also be quite CPU demanding.
LoL I had Toyota Chaser but then I saw a photo of a Cressida and thought that was it and I changed it because I didn't want to look like a dickhead. Turns out that failed
Well no. The roof is not a seperate part. It litterally just uses breakable beams to sheer off. If the mesh tearing worked properly it would be super easy to make cars split in 2... And one could make a part in a seperate jbeam that can never tear off. Part-jbeams have nothing to do with being able to break off, they just make it possible for the game to send detached parts to sleep(less taxing on CPU). It requires no extra CPU whatsoever to make beams easier to break. If ou want the parts to be sent to sleep(so making them a seperate jbeam), now that would require more CPU power I think(due to higher number of jbeam files it has to load in).
Sup. More work on the porsche: -wing that rises automagically when reach certain speed (the actual n/b rises, not just an animation or smth, so it affects the aerodynamics of the car) -started modeling the headlights -mirrors -stuff? The wing is up at the first pic and down at the last one.