WIP Beta released Phool Start 3.2

The cheapest Hirochi in the world is here!

  1. carambolage

    carambolage
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    Joined:
    Aug 10, 2023
    Messages:
    35
    @JorgePinto
    For now the duplicated parts are fixed, and the configs 1.0 Start Super and 1.2 Start got an overhaul. :cool:

    The torque curves of the "normal" and "low octane" inline-4 got swapped and the 500 rpm error in the stronger 1,5L is fixed. Power outputs from the 1.5 turbo, and if an 1.5 n/a should exist or not, is completely up to you :D

    Then I (accidentally) found a bug in breakgroup of fender signals that changes the color of the fender. So rip of the right fender makes the weird color change of the left fender. Somehow I can remember this effect some years ago also in other mods... :confused:
    screenshot_2025-05-23_22-55-27.png

    had to change file extension *.pc to *.txt for uploading ;)
     

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  2. carambolage

    carambolage
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    Aug 10, 2023
    Messages:
    35
    Greetings :)

    the weird fender color issue should be fixed now.

    "flexbodies": [
    ["mesh", "[group]:", "nonFlexMaterials"],
    {"deformGroup":"fendersignal_R_break", "deformMaterialBase":"sunburst2_lights", "deformMaterialDamaged":"sunburst2_lights_dmg"},
    ["sunburst2_fendersignal_R_start", ["sunburst2_fender_R"],[]{"deformSound":"event:>Destruction>Vehicle>Glass>glassbreaksound2", "deformVolume":0.2}],
    {"deformGroup":"", "deformationTriggerRatio":""},
    ],


    the same for fendersignal_L of course ;)

    @JorgePinto
    Do you really want two separate 1,5L engines? Or maybe modify the 1,5L with a different engine block and intake, but only make one inline-4 engine? What would be easier to maintain? :confused:
     

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  3. JorgePinto

    JorgePinto
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    Joined:
    Aug 4, 2013
    Messages:
    1,430
    Thanks! :) Will add all of this for the next update as always.

    Not sure really...what makes more sense I guess. One is of course easier to mantain, but if having two is worth it, then so be it.
     
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  4. carambolage

    carambolage
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    Joined:
    Aug 10, 2023
    Messages:
    35
    If you ask me, I think that making just one 1.5L engine is easier. There is just one nodes- and beams-section and so on. The flexbodies and slots and other components are the same, so why have the source code doubled. To differentiate between the two versions, one could add different engine internals and ecu. Also the soundConfig needs to be done just once and can be tuned with the appropriate modifiers. :) Sometimes BeamNG changes the soundmixing so that engines are incredible loud or sound strange. Adjusting every soundConfig (+soundConfigExhaust) can be tedious.

    For the 1.5 Turbo I couldn't leave it alone making a "low power ECU" ;) In the low-octane version, it produces 120 PS and with the stronger 1.5L it is 130 PS. More than enough I would say :rolleyes:
     

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