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Development Screens (Each post contains a picture OR contributing post)

Discussion in 'General Discussion' started by LT. Smell My, Aug 5, 2013.

  1. Aboroath

    Aboroath
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    Aug 25, 2013
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    737.png

    Looking good dummiesman! I love this plane and it's fun to fly on.
     
  2. Atomix

    Atomix
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    Dec 15, 2012
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    You totally have to make the charger Jalopy later
    i wanted to but i couldn't get the model.
     
  3. Bakasan

    Bakasan
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    Dec 3, 2013
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    Megami now works in experimental (it actually drives rather well, ignoring the jittery rear axle and weak struts)
    BeamNG.drive.x86 2015-02-02 00-41-34-406.png

    The inherent increasing toe out probably does not help either
    BeamNG.drive.x86 2015-02-02 00-43-03-104.png

    Some changes to the geometry (leveling out the lower arms) should solve the problem
    1970 Banpei Megami.png

    it should now have a very slight toe in (which I think is good?) but it will be much easier to adjust now (by raising or lowering the end of the tie rod)

    I shall jbeam it hopefully tomorrow and see what happens!
     
  4. Narwhal

    Narwhal
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    Aug 4, 2013
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    1,698
    so i was messing with some nodes, trying to make something and this happened. im trying to make an airbag.
    [webm=]http://puu.sh/fkm4t/e0177c9a1e.webm[/webm]
     

    Attached Files:

  5. Zappymouse

    Zappymouse
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    Looks like it really wants to be a drift car! Toe out on the front wheels causes a car to feel unstable at speed and improves turn in response. It also allows a driver to catch and hold a powerslide/drift much more effectively because of the wider angle of the leading wheel. Toe in does the exact opposite.
    Toe out on the rear isn't desirable as it makes the rear end skittish and shimmy from side to side at speed. Again, conversely for toe in.

    Production rwd cars generally have no toe on the front and a very, very slight toe in on the rear.
     
  6. Goosah

    Goosah
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    Global Moderator
    BeamNG Team

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    The rack inner pivot should be slightly in (maybe 10mm) and slightly higher (a few mm) than the LCA inner pivot. The tie rod pivot should be slightly in and slightly higher than the LCA outer pivot. If you do it right, there should not be noticeable toe change with suspension travel, and no static toe (unless things are deflecting and not stiff enough). Toe can then be added by changing the precompression value on the tie rod beam to something like 0.998 or 1.002. Also, at factory ride height the LCA should be inclined, this allows some camber gain, and a reasonable roll center. If the arm is flat or inclined up towards the strut, this causes camber loss on compression, and an abnormally low roll center that shoots down through the ground on compression. This is most lowered 86s and such use an aluminum "RCA" block to space the control arm down again after lowering.
     
  7. Aboroath

    Aboroath
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  8. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

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    It's going fine :)

    V Big Image V
    fGJk5qh.jpg
     
    • Like Like x 1
  9. Cardinal799

    Cardinal799
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    D:

    D:<

    ​D:<
     
  10. Dc5R

    Dc5R
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    This is going to be gud !
     
  11. CarBoy

    CarBoy
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    Finally finished the engine bay... But what a b*tch to model, there are literally next to no images of an empty engine bay. So this will do ;)
    bmwdev10.png
     
  12. SoHigh00

    SoHigh00
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    Nov 11, 2013
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    Doesn't she look pretty?
    qwes.JPG
    Fixed most of the shading errors and proportions...there is still more to do though :)

    Edit:
    Another shot:
    rre.JPG
    Did some more polyflow refinements and modeled the sideskirts. Yeah, the panelgaps are too small because it was easier to allign the verts going from panel to panel to get that nice(almost) straight cubemap reflection...I'll fix that soon :) That aside, only the mirrors, turn signals and doorhandles are missing to complete the model.(I think)
    (Tiretexture by Mythbuster.)
     
    #4172 SoHigh00, Feb 3, 2015
    Last edited: Feb 5, 2015
  13. Goosah

    Goosah
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    BeamNG Team

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    Looks great! Needs a bit more panel gap I'd say.
     
  14. Bisofication

    Bisofication
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    Nov 24, 2013
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    So I heard that you guys like to go fast ....
    BeamNG 2015-02-04 04-13-46-92.jpg BeamNG 2015-02-04 04-15-29-13.jpg BeamNG 2015-02-04 04-15-44-24.jpg BeamNG 2015-02-04 04-15-02-51.jpg

    Might remodel the front part of the chassis (a bit narrow) and make front wheels ( those are not mine)
    It's not in game yet and those photos are there just to tease you a little :rolleyes:
     
    #4174 Bisofication, Feb 4, 2015
    Last edited: Feb 4, 2015
    • Like Like x 1
  15. Calais

    Calais
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    Jan 12, 2014
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    The MAZ at the moment, pardon my horrendous texturing, I need to work on it.


    (imported from here)
     
    • Like Like x 1
  16. Dc5R

    Dc5R
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  17. Dummiesman

    Dummiesman
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    Sep 17, 2013
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    Jbeam stuff

    (imported from here)

    - - - Updated - - -

    lag senses tingle
     
    • Like Like x 1
  18. junttiana

    junttiana
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    Dec 9, 2014
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    Nadeox, just asking, are you still making that f1 car you started last year??

    Would love to see one made by you, youre one of my favourite modders :)

    I hope i'd learn model some day too, though :(
     
  19. Dummiesman

    Dummiesman
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    EDIT AGAIN : yay

    (imported from here)

    EDIT :Feeling the lag already :p

    (imported from here)


    (imported from here)
     
    #4179 Dummiesman, Feb 6, 2015
    Last edited by a moderator: Feb 6, 2015
  20. Zappymouse

    Zappymouse
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    This actually looks really friggin good. Might be an option when I finally release the car (don't get your hopes up; I haven't even textured the bloody thing (or turned the suspension into anything more than a really elaborate shitshow)). We'll see how the stock suspension responds to camber first. Not looking good unless I redo the suspension. Again.


    (imported from here)
     
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