I thought this day, before I will leave, about some configurations, the mod could have and after a bit of thinking, I came up with this (only pics, not thumbnails): Fleet: The cheapest version of the car, featuring a 1.3 I4 engine and no hubcaps. Entry: Base trim version, featuring a 1.5 I4 engine, a tow hitch and hubcaps. Diesel: Diesel variant, featuring a 1.3 diesel engine and the same accesiores as the Entry variant. Active: Best version of the car, featuring a 1.6 I4 engine, aluminium wheels from etk and a tow hitch. vRS: Special vRS version, featuring a big V8 engine, sport wheels and special paintjob. (I currently have no skin for it, but it will come) Well, this are my config plans. If you have realisti suggestions, feel free, to let me know. I know, this is not really progress, but it is also very important for the mod, I think. Have a nice day! Schmitti PS: Thanks for following me @SubaruPenguin
In terms of models, if I find good ones, if not, I will use some vanilla car engines. And in terms of engine data, sadly no. I want to keep this mod simple and there are a few, mote important, things still to do, so I think, I wont stop on this. I´m sorry. Well, I made a bit of research on the variants, the Fabia had to offer and I think, I will create configs for this. Dont expect massive amounts of customisation, in terms of bumpers, accesoires or the interior. It have different engines, to choose from and the configs of this mod will most likely only differ in engine power and color. But as you can see, there is already an active config, but not matching with the research data. I will change the config names from Entry to Active and from Active to Excellence, because then its most likely matching. I will also add an ambition variant, which will be colored black and feature different hubcaps and a 1.6 I4 engine. Then, I would let the configs be configs and get to bring the gauges to work. Well, I honeslty think, that most of the wheels, Cherrier or ETK have to offer are fitting very well. Also, my last attempt, of adding a wheel to the car was a complete failure. As you can see, I want to keep the whole thing simple. Because, it´s my first mod and I currently not really have any free time. until sunday, I wont be able to work on the mod and even in the time after that, it will be difficult, to get some time, because of exams and their preperation...
Oh, well then I will do a little bit of research and maybe find engine from vanilla cars, which have the same or nearly the same data, then it should be no problem and you wont need to wait for an update Also it can be, that, when this mod is released at some point, I won´t continue instantly with the Wentward coach bus, beause there is still lots of school to do. But if I get some time, then the release of the Fabia might be before christmas!
If anyone knows, how to adjust gauges, then please write it in here. It would be very helpful. (I already got gauges, but there are not even close to rotated properly...) After that, the engine stuff is remaining. Then the vRS skin and then (eventually) a beta testing for a hand full of people?! What do you think?
Great! Gauges are a little bugger, but I personally like playing around with them. I’ll try making a quick tutorial soon, and if not, I’ll make it in around 8 hours after I come back from school --- Post updated --- These are from the MK1 Pessima (although the wheel speed values are different because it’s actually from my mod) Code: "props": [ ["func", "mesh", "idRef:", "idX:", "idY:", "baseRotation", "rotation", "translation", "min", "max", "offset", "multiplier"], //needles ["wheelspeed", "pessima_needle_speedo", "f1l","f1r","f6l", {"x":-78, "y":0, "z":180}, {"x":0, "y":0, "z":-3.28}, {"x":0, "y":0, "z":0}, 0, 66.8, -33.4, 1], ["rpm", "pessima_needle_tacho", "f1l","f1r","f6l", {"x":-78, "y":0, "z":180}, {"x":0, "y":0, "z":-0.029}, {"x":0, "y":0, "z":0}, 500, 7500, -4000, 1], ["fuel", "pessima_needle_fuel", "f1l","f1r","f6l", {"x":-78, "y":0, "z":180}, {"x":0, "y":0, "z":-100}, {"x":0, "y":0, "z":0}, 0, 1, -1.4, 1], ["watertemp", "pessima_needle_temp", "f1l","f1r","f6l", {"x":-78, "y":0, "z":180}, {"x":0, "y":0, "z":1.5}, {"x":0, "y":0, "z":0}, 60, 120, 90, 1], ], As an example of what they mean Code: ["value the thing provides", "mesh it uses", "ref nodes","ref nodes","and another refnode", {"x":-78, "y":0, "z":180}, {"x":0, "y":0, "z":Angle divided by how much RPM or meters per second is per angle, or in short, the angle/value ratio}, {"x":0, "y":0, "z":0}, start value, max value, offset, 1], Explaining the offset and angle/value, let’s say that you have a tacho going from 0 to 8000 RPM, and the default gauge position is at 4000. Each 60 degrees is 2000 RPM. So, the offset is -4000, and the angle/value ratio is 60 divided by 2000, which is 0.03. So into the angle/value, you put -0.03 since it has to be negative for some reason. An explanation I used to learning myself: https://documentation.beamng.com/modding/vehicle/sections/props/ in the “functions and limits” section, above the Gavril gauge picture (maybe something is below it too idk) --- Post updated --- Also, the wheel speed values are in meters per second internally.
Thanks for the help! It seems, that I´m dumb, because I tried, to rotate the steering wheel, which was also pretty misrotated and now everything is very weird... But I will try, to make the best out of everything! Next week, I have hopefully a bit more time to work on this mod. Things, left to do: - engines: The car still needs a proper engine model. I think, I will use one model for all engines, expect the v8, I use for the RS. Yes, I know, that it´s unrealistic! - skins: I plan, to make one skin for the mod: a vRS skin, because this is the only thing remaining for the vRs version. - (currently) adjust the gauges and the steering wheel. - the last step: create configs, thumbnails and info.json files - beta testing!!! (I still have lots of stuff to do, so dont expect it that soon.) - after beta testing is complete: Release the mod! Well, this will be a simple mod. No exterior customisation, no different body styles (I´m sorry for everyone, who waited for the combi bodystyle), but at least a few engines, suspension parts and little stuff, to play with. It´s no full fledged mod, it is a little project, which went very very big, but I´m happy, that it went that big The release is closer, than you think! Give me like two weeks, to finish all the remaining stuff and then there will be a beta release, where some forum members, I will choose, have time, to drive this thing around and give me some feedback and then, after I fixed up all the issues, then there will be the release. I wont put any date here, because I don´t want, to put pressure on me. Have a great time! Schmitti PS: This version was named "Entry", but after some research, I renamed it to "ambition", because this is the real trim.
Yes, but after these two weeks is only the beta release. I don't know, how long it will take, to fix up all the issues, revealed trough the testing. I will do my very best! Tomorrow, if I have a bit time, I will add better engine models and maybe realistic engine data. But for now, I will get some sleep. Have a good night or day, it depends on which side of the planet you are! Schmitti
A few days ago, the devs updated the steam page of the game. If I now look at my first post... Hmmmmm Give me a couple of time and I will update the first post with brand new Screenshots, a updated description and much more! --- Post updated --- I updated the first post! Feel free, to check it out --- Post updated --- engine progress...