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Intel iGPU (6xx series) crashesFixed drivers available!Instructions here
Discussion in 'Land' started by Driv3r1142, Feb 22, 2019.
thanks, i didn't make the connection...
I recorded a video racing with the Mazda Cosmo
Of course, it turned up a few more problems.
The engine has a lot of inertia for what it is. I don't know if the real thing is like that, but in the video I actually edited the engine to decrease the inertia, and I still had to take longer than the Miramar's 1.6L engine to shift smoothly. With the default inertia, you have to wait over 2 seconds to complete a shift.
The gearing seems to long. Once again, I don't know what the real thing was like, but the Miramar with it's 4 speed, was shifting much sooner than me, even though I had a 5-speed.
The wing mirrors, as you can see, aren't aimed anywhere useful.
Otherwise, it was very pleasant to drive, and keeping up with the Miramar wasn't too hard. It could use grippier tires though, as well as a race gearbox. It also was pretty quiet compared to the Miramar.
Thanks for your feedback! Nice video, seems like it was an even race.
1; Interesting... I think I took the data from another wankel engine mod, adapted the 10A torque curve, which might have something to do with it. Suggestions for inertia values are welcome.
2; I feel the same way, for some reason the site I got the data from just kept the gearing for the L10A's 4 speed and added a 5th gear into it, instead of listing alternative gear ratios. Some custom stuff will be needed I think, for now treat it as a 4 speed.
3; I didn't think you could aim mirrors, so I just didn't notice. It may be due to how it's modeled. Mirrors in BeamNG.drive are useless IMO anyway, but I'll see what I can do.
I'll see about adjusting the grip on the stock tires, adjusting engine volume, and some more racing parts.
Awesome, thanks. Mirrors are pretty useful to me, especially wing mirrors. Even on medium-ish settings, I can see this out of the miramar's mirrors.
Not super clear, but helpful. In the video I bump into the Miramar because I can't see it in the mirror.
Also, I just noticed that the speedo doesn't go over 160 km/h. And for inertia, I set it to 0.10 in the video, and it felt ok. But I'm not sure how rotaries should feel.
It has realy weak suspension in the front
The wheels break of way to easily
Is the cosmo really that short?
I compared it to a saab i made and it barely co es over the bottom of the door window
I'm pretty sure it is that low. Here it is next to a Saab.
This deserve a "Staff Pick" Award for just how awesome this is....
Here's a bit of feedback of the beta from me to you OP:
-The rear suspension has a tendency to collapse on some jumps
-The wheels come of entirely when the part for it breaks. It would be nice if it took more damage to do that and have the wheel just be bent or off center like the official cars and some mods do. Some suspension strength would be nice as well.
-The body is insanely rigid when crashed. I drove the racing config off a cliff in Jungle Rock and it looked like it hadn't taken much damage to the body.
-The hood hinges can use a bit of strength and the hood and trunk need to be less rigid.
-The trunk latch is hard to spring in a crash, either that or I haven't crashed it hard enough yet.
-On the racing configuration, which is really great by the way, whenever you brake while making a turn, it starts to pull out of the turn. I experimented with this by racing it through the Jungle Rock map to see how it handled. I locked the brakes in one turn halfway through to test how it would perform in a scenario like that, and the car pulled itself out of the turn and went straight in the direction the nose was pointing before I locked the brakes. It would be nice if it was a bit more manageable to control when this happens.
-The lights on the low setting seem a bit off center, I think someone already mentioned this already
-I don't have any comments on audio since my headset died and I don't have any audio to my TV I use for a monitor.
-On a side note, it would be nice if there was a stock configuration if there isn't one already (don't have best memory )
I really like this mod! it's really great in quality and performance and it's not something you see everyday in BeamNG. Can't wait to see how it develops over time!
Yes, it is. Modeled to-scale in Blender based off of real world measurements.
To them this is pretty average stuff... Minus the fact the car isn't usual or typical, but it doesn't feature game-breaking detail.
Please note that not all virtual simulations of real world vehicles will be perfect, especially in BeamNG.drive when there are a ton of minor variables that can have drastic impacts on driving performance. I can try my best to get these down, but some things just won't be 100% accurate.
1; Alright, I'll see what I can do about that
2; it's still WIP, I'll detail in a future post why certain parts behave a bit weirdly.
3; Which "Meters?" If you're talking about scale, it's built 1:1. If you're talking about the gauges, if anyone can find me a picture of the real gauge faces I can use to replace my textures currently, I'd implement those instead in a heartbeat.
4; Alright will fix, I didn't know that.
5; Can you elaborate? Is the driver camera too loose? What do you mean.
6; I'll accept that I didn't do the greatest job with minor functional details, unfortunately changing that now would be difficult, as much as I would want to improve things.
7; Noted, I'll weaken the hinges and latch.
8; I don't understand what you're saying about the lights?
10; They're a tad bit exaggerated, as mentioned in the OP.
11; You are correct, cornering isn't 100% spot on, I think it's something in the front suspension geometry. I've stopped focusing on it since for the last 3 months or so I've gotten nowhere with this. If someone could provide me accurate alignment information, paired with measurements of the front suspension components (A arms, hubs, etc,) I would be able to fix this.
12; Doesn't really matter in BeamNG, there are several things left out that are present in the real car... The sole purpose of having the engine bay detail is to provide something believable to look at when using the mod.
13; Alright, noted and will be fixed.
16; Noted and will be fixed.
Thank you for your feedback, please understand that smaller modeling details that aren't significantly important to ironing out issues with the JBeam or sounds of the vehicle aren't top priority, but I am listening to what you're saying.
I've taken a look at your sound samples and I think that's a start, but I need samples from multiple RPM points to truly consider working with them to replace the existing samples and incorperate this into the new FMOD system vs the SBEAM system.
1; Springs are inverting, I think I fixed this already after I was alerted to it. Try not to land jumps that put stress on the front half of the rear springs for the time being until I put out a patch.
2; Noted, I can change some values around. This was meant to prevent the wheels from clipping with the body in a hard impact.
3; Noted, I'll revisit the rigidity. There are about a hundred beams or so that are randomly placed around the JBeam that are crucial to eliminating vibrations and making the structure more rigid that I need to track down, they're possibly interfering.
4; Unfortunately changing how rigid the hood and trunk are will result in spiking unless I redo the JBeam, as seen with the valance. Otherwise, I can adjust the latch and hinge strength.
5; Same as 4.
6; I'll investigate, racing configurations tend to be more personalized to one's driving style, some things I've just learned to manage you might not be able to manage, and so forth.
7; Weird... I'll look into it.
8; Audio is a bit of a mess right now, but otherwise usable.
9; There is a stock configuration, "Factory Original"
Happy to hear you're enjoying it so far!
you can see it in this pic, but the grille mesh thing is still there even after removing the valance, its kinda just floating.
i love this mod as the mazda is my favorite car of all time (thanks gran turismo 4) but i found a few problems.
1) the rear suspension tends to "shift" to the left or the right or the right when you straighten the car up from a slide
2) the texture of the dash is not that accurate, the original one feels cheap and it's dark grey (or that is just 70s materials deterirating as i saw one IRL that had an unrestore but well kept interior)
3) the gauges are the wrong color (alredy said in aprevious message) but there are 3 variants: plastic gauge ornament thing (which is very rare to see as it becomes white over the years), painted metal and chrome. note that vriants were randomized, with the palstic ones being the rarest, even at the time, the metal ones being second, and the less rare (we are still talking about the cosmo 110s) is the chrome variant. i hope that all of that that makes sense
4) there is way too much torque at the low end, these engines under 3k rpm had absolutely no go, as a matter of fact the prototypes were infamous for burning cluches in a stand start even a low incline
5) the car had tiny mud flaps, even on the l10b
6) i don't think i red this in aprevious message but he car actually has 5 gears, even thought the vehicles produced from june (the car was officially launched in july if i recall rightly) to september of '68 had 4 speed boxes
7) the marathon de la route version had differnt air intake for more clarkson (speed and power) under the hood
thanks for reading my broken english and they are all minor imperfections for this otherwise great mod
1; Isn't this normal for leaf sprung suspensions? Is it returning to normal after exiting a slide? Please elaborate on the issue.
2; Eh, I understand. Not much I can do about it now.
3; Please elaborate?
4; Again I'm using real data, simply imputing it into the torque curve. It may be a limitation of the engine simulation (It's more for piston engines, not wankel engines.) I'm going to be talking to a few people here shortly to see about remedying these suspension and powertrain issues.
5; Pics please? I didn't notice this when looking at my reference pics
6; L10B Cosmos have a 5 speed, L10As have a 4 speed. Though right now the 5th gear is practically useless, just treat it as a 4 speed until some more work can be done here.
7; Any information I can get on that car will be useful
1) yes, it is but the entire axle shuffles too much
3) basically there were 3 variations: plastic, painted metal (both black), and chrome. metal and plastc arevery rare so if you omit them it's not abhig deal.
3) ignore the custom wheels but it's the best i can find
6) i asked that because i reached a realistc top speed in 4th
7) i only heard it by voice but basically the belgium driven one had a cut cut filter and on the japanese driven one there was a hitachi performance one. sadly i couldn't find any pictures of the time as the 2 vehicles were sent back to hiroshima to be taken apart, probably for examining the state of the engine after such a long race and then rebuilt with parts they had laying around.
Can you potentially provide a video depicting the axle shift so I know what I'm looking for? I'm not quite sure I'm following that...
I'll be looking over the feedback and suggestions you all have given, first patch might not get everything but it will cover a few things atleast.
could you allow for engine swapping at some point