I don't think that having the vehicle trigger thing for the trunk inside the car is a good idea. It can't be accessed "on foot" in anyway without damaging the car, and it's not available while driving. I tried to click it using the shift+c cam but it didn't work so yeah, at this state this trigger is completely useless. I know that it's kinda cool to have it here like in an actual car but sadly it's not gonna work this this way. Or maybe I am missing something? --- Post updated --- Update: it is possible to press it from this 3rd person camera angle and the hinge on the trunk actually unlocks, then you can open the trunk by manually grabbing it by the nodes. But it doesn't seem to lock anymore once it's pressed even if you close the trunk manually, so it'll be open all the time unless you reset the car. Nevermind, it locks like it should but still the trigger placement could be better.
Having door triggers would definitely help. Anyway, I found a bug with the MR'89 config, if the front of the car gets moved after spawning, for example by bumping into it on foot, it starts to wobble like jelly. The hood, the grille, everything.
Brak kierownicy w mr89 jak 125p lub polonezie 1500 a mr89 nie miał nigdy kierownicy od Caro No steering wheel on mr89 like 125p or polonez 1500 and mr89 never had steering wheel from Caro https://otoklasyki.pl/1974/polonez-mr-89-niebieski-1989 Nie patrz że to anglik tylko jaka jest kierownica., Don't see that it's English, but what the steering wheel is.
Marf_ updated FPS Trapez with a new update entry: Fixed most of reported bugs/issues Read the rest of this update entry...
Just a small thing I noticed, on the 1.5 OHV engine the pulleys for the crankshaft and alternator spin, but on the 1.6 OHV, 1.4 DOHC and 1.6 DOHC they don't spin Edit on this: I took a peek into the engine jbeam files and found that all the pulleys are set to "radiatorFanSpin", if you changed it to "rpmspin" they will spin according to the engine rpms
I don't know if that's mod's fault or imaybe it's something on my side but now both rear bumper and hatch wobble/vibrate at even slightly higher speeds. I instantly noticed that after updating the mod to 0.14 because that simply wasn't happening anytime before.
Brak kierunkowskazów na błotnikach w mr89 zdjęcie poglądowe na stronie oraz nie tak kierownica w mr89 powinna być jak w fso125p\1500. No turn signals on the fenders in the mr89 pictorial picture on the website and the steering wheel in the mr89 should be like in fso125p \ 1500. https://otoklasyki.pl/1974/polonez-mr-89-niebieski-1989
small thing I've noticed not sure if its considered an issue however the seats don't deform, crushed it a few times and the seats were fine not sure if that happens to everyone
I think the pasenger cell is a to stiff considering the age and crash ratings of these kind of cars. Currelntly it doesnt deform at all at crashes around 64 km/h and barely at crashes over 80-100 Even a small overlap crash doesnt change that result I would weaken the jbeam structur around th A pillars so that the front structure sinks more into the passenger cell Just a recomendation from my side as i like to have more (crash test) poor rated cars ingame The passenger cell of a lot of cars ingame tend to be way to stiff compared to the real counterparts
@Marf_ I believe there is a typo in the start of the post; it says unreliable instead of reliable; it wouldn't make sense based on the grammar of the previous and later parts of the sentence, and it doesn't really make sense logically either with the last part of the sentence sentence: "It may not be the cheapest, but it's pretty unreliable. However, if it is to break down, it is only in front of the house."
But irl I don't think this car is reliable... (for communist standards it could be but not for a normal car lol), Maybe the whole sentence needs to be reformated