Is there a possibility that you could either increase the height that the lifted suspension takes you to, or could you maybe add some sort of rock crawling suspension which is meant for intense offroading. Other than that and the bug fixes i have nothing much to highlight other than the fact that with the adjustable race ecu, the backfire has no sound.
Oh my god finally a CR-V in the game! I couldnt be happier! Needs indicator, horn, e-brake sounds but overall its got so much potential!
Great work you got going here, I love the mod. The only problem I have is that it only *sometimes* moves when I use it in AI traffic.
I know the mod is still a work in progress but there are no headlight switch/turn signal switch, turn signal clicks, parking brake or horn sounds. Also, instead of spawning the beater version, the derby version is spawned.
I have a lot to say about this mod, and given both this and the fact that it’s so early in development, I’ll put my feedback here rather than in a review. First and foremost, however, I have to express how happy I am to see a proper CUV in Beam. Also, considering that this is your first ever full vehicle mod, you should be extremely proud of yourself. Positives The overall profile and shape of the vehicle is very well polished and smooth. It looks a lot like a first-generation CR-V, but not quite so much that it feels like a straight-up clone with Ibishu badges in place of Honda ones. I like the name. It suits the car well, and helps to reinforce the idea that this is not just a lore-friendly CR-V. I’m impressed with the amount of configs and the variety therein. The JDM-exclusive performance versions are particularly cool, and they add a lot to the mod. Handling and performance feel realistic and accurate. I have no experience to base this off of (the largest car I have ever driven is a 2017 Prius), but based on my general understanding of how most CUVs handle, this mod seems true to real life. The engine bay and underside of the vehicle, two areas that are frequently overlooked, are both very well polished and complete. The configurations and their descriptions are well in keeping with existing BeamNG lore. Negatives Overall, the textures could stand to be higher-resolution. As things are right now, there are multiple spots that appear quite blurry. Beyond this, there are a few areas that just don’t quite look right. Spoiler: Screenshots There’s something weird going on with the textures on this door panel. The automatic shifter has no trim/cover panel. The black part on the windows is quite jagged from the inside. Also, this is a small gripe but the defrost lines are only visible from outside. The pedals ought to have some sort of covering. There is a rather bizarre-looking striped pattern throughout much of the interior, most notably on the floor mats, headliner, and trunk liner. I struggled to capture this in a screenshot, but the textures in the taillights have a few areas that look sort of jagged and broken. The exterior window trim doesn’t extend far down enough. The rims on several models have some weird lighting issues going on, and seem to alternate between being bright and dark dispensing on their rotation. The mesh also isn’t perfect. While the overall shape of the vehicle is very well polished, there are a number of areas that need attention. Spoiler: Screenshots This mirror appears to be floating from the inside view. Maybe this is just me, but I feel like the mounting points for the mirrors are awfully thin and flimsy. The panel gaps on the doors are ever so slightly too large. The amount of metal visible around the windows from the inside is inconsistent between the front and rear doors. The car doesn’t have any windshield wipers, and also, I feel that this gap underneath the hood ought to be filled in, or at the very least smaller. Again, this is a minor complaint, but the spare tire is mounted on the tailgate, so it seems odd for there to also be a spare tire well under the car. This is also an extremely small gripe, but I feel like the spare tire on the back is awfully wide. Once again, I struggled to capture this in a screenshot, so I hope I make sense. The jbeam is overall good, but could do with some improvement. From a handling and weight distribution perspective, it’s fantastic, and while it’s fairly good in terms of deformation, there are a few small issues. Spoiler: Screenshots The roof is prone to some odd ‘rippling’ effects. The hood and windshield are very prone to spiking in crashes. As other people have mentioned, there aren’t any sounds for the horn, lights, turn signals, or parking brake. I think that’s everything I’ve found. Once again, I feel I should reiterate how excited I am to finally have a decent CUV in Beam. I apologize if I’ve come off as harsh or rude. If I seem critical, it’s because I feel like this mod has a lot of potential, and I want to provide the most detailed feedback possible. I am aware of the enormous time commitment required for making things like this, and I would never intend to imply otherwise. You have done a fantastic job.
szanto_sz updated Ibishu Prodigy with a new update entry: Bug fixes... Many, many bug fixes Read the rest of this update entry...
Spare tire holder is still wobbly, the issue is that it doesn't collide with the tailgate so it can freely move past it, and also the spare tire Jbeam doesn't fit the shape which makes this issue even worse. I think you should redo it from scratch based on the Hopper one. Roof carpet still looks weird, stretched textures. Front right door panel has weird shading now. But overall the textures seem better. The AI issue is definitely something with the body nodes not being geometrically where they should, which makes the AI not know where it is and at what angle. This version has improved AI behavior, but it still frequently gets confused where it is, slams on the handbrake and either tries to reverse or just stops. (The reason why it stops might be because it detects damage from the spare tire holder damaging the tailgate because it's too wobbly. The damage is not enough to show on the indicator but it does show on beams debug.) No idea how to fully fix the AI other than possibly having to redo the whole floor of the car...
Hello there, It's a nice mod, but one thing that I've noticed is that the street configs don't have number plates. I have to put them on manually. Other than that, I think this is a good mod!
The taillights wobble a whole lot when going over bumps. The front bumper falls off slightly too easily, the headlights and reverse lights are too reflective.
I agree with this 100% I'm glad someone else pointed it out. I used "Advanced Wheels Debug" (in-game app) for tuning custom configs and it says your wheel alignment is radically wrong when the vehicle still tracks straight. Your first few nodes are supposed to be perfectly in-line with eachother versus the axes in "3D space" and if they aren't the game thinks the car is tilted, so it will;... A: Make the AI too confused to move... B: Make the wheel debug say crazy things... C: Make the car tilted when it's respawned... There's a better explanation of what I'm saying here: https://wiki.beamng.com/JBeam_Introduction.html#refNodes_Section https://wiki.beamng.com/JBeam_Reference.html#refNodes (Look for anything that says refNodes, basically) Hope this helps. I like the car so far, except the taillight materials look weird. lol
Figured I would share this! I recreated my '99 Honda CR-V EX 5-speed manual AWD in game with a wheel and tire setup similar to what I will do soon! And here it is IRL! I love the thing.
Some things worth noting: No light for the reverse or blinker lights Missing textures for the windshield wipers and the exhaust