I don't know about Wankel engine but I suppose your current sound is not better then that Satsuma one. It can be not very correct but has "beef" what your sound lacks at all. For sporty car must have...And I've heared Cosmo in Youtube videos. Very same as Satsuma AMP. ^)
I definitely hear the similarities... It's still a piston engine, and this is a Wankel. While yes there's the fact that there's technically 3 sides to each rotor, it doesn't make the exact same sounds. The beefiness comes from having more bass and mids to balance out the highs, something the samples currently in my mod lack completely, and there's no way to properly add it back in without some serious hardcore editing (And for 3 samples? I would really want more to mask some of that pitch shift weirdness...) The biggest issue though with finding decent samples is the idle; IRL these have a kinda offbeat idle to them, with a scooped mids kinda sound, something I've yet to find in any Rotary/Wankel sound sets currently available in mods. Not even my placeholders have it tbh, There are some nice Forza sounds floating around on the forums I temporarily put in during development, just I really don't feel comfortable putting them in the released version of my mod given they're from another game... So until someone can provide me some decent original samples to work with, or I get fortunate enough to record samples myself from a real Wankel engine, there's really not much I can do without ditching authentic and going with adjusted regular piston engine sound samples. Not trying to be rude to you, I appreciate your feedback
Found a pic of one of these with a vinyl roof, decided to go ahead and add one in; I find it highly unlikely a vinyl top would be added in a restoration on such a rare car, unless it originally came with one, so I'm assuming it was a factory option. Idk if it came in any different colors or not, for now I'm sticking with black. Also redid the gauge meshes; Needles still need to be re-positioned...
I'm waiting for that ones... in your mod. What the point what its from other game, the most - they are from the same car!
I'll consider including them in the next major update then. Yeah, That'd make a great addition Shouldn't be too hard for me to implement either. Alright I know why that's happening, thanks, will fix
Just another night of subtle changes; The old steering wheel was bugging me with the asymmetrical hole placement, so I decided to spend the evening remodeling it. Old wheel (Yes it's a re-upload, didn't take proper before/after shots); New wheel; It now should be more like the real thing. Not perfect though, it's more along the lines of "Inspired by" instead; It's cleaner, narrower, and all said and done it just looks prettier. Additionally if you didn't notice, I used subsurf on the gauges and gauge surrounds to make them smoother, which I think goes well with the new wheel. Still need to reposition the needles btw. Also re-angled the upper side chrome trim to be more in line with the real car; Old (re-upload again); New; Again not perfect, though it's closer to how it should be. I basically lowered the back end of the upper trim piece a few centimeters, and realigned everything to match. I still think I modeled the side window either too skinny, or too tall, though this at-least helps ease the visuals, especially from the lower roof-line to the rear pillar curve. Additionally I re-did the trunk lid normalmap, apparently I originally did it inverted, which was creating the illusion that it was sunken in (Throwing off everything in the trunk area.) Now the normals texture is oriented the correct way, and the sore spot has vanished Finally, @atv_123 's found some time to help me with the suspension on this, so that also means that I'll be pushing an update out when he's done with that (Like I mentioned a few days ago.) More changes are still in the works, and more parts are planned too --- Post updated --- Just smoothed out the interior mirror; I still need to adjust the mirror surface UVs, that actually an easy fix... Just too lazy atm I'm also going through and fixing the specular maps (For the materials that have them, and making new ones where necessary,) plus downsizing some ridiculously oversized textures. This should help especially with the interiors overall appearance (asides from the fact that some textures were made initially too small, gotta try and fix that.) Apparently the old "common/null" method of mapping specular for materials is throwing off the visuals too, so I'm going through and replacing that as well. Also some extremely large unused files slipped in by accident, so those have been deleted... Should reduce the archive size by about 30-50MBs (No promises on the amount, can only promise a reduction.)
Just imagine how rare this thing is. If the Factory model is rare, then the police version... Is worth a lot of money; even is had its place in the museum!
oh my god! Looks like I wasn't exaggerating when I said this guy is a bloody gem in the BeamNG community. It has been what, 2 days or something, since I showed a pic of this? And he's already got it done
I don't even think they exist anymore? Not sure what the police in Japan do with their old cars. Definitely museum material though if one does exist. Yeah, there isn't much info on them, however these were available from the factory, apparently requested by police as highway patrol cars to help in an effort to combat illegal street racing? Idk, that's about all I can find on them anyway.
Funnily enough that picture I provided is actually a scale model ;P Here is a real picture. They did exist but I'm unable to find any modern pictures. >.>
Yeah the scale model was based on a real setup though. Each one you'll find is slightly different, though I think I can include atleast both an L10A and L10B police config I also already said I knew they were real Thanks for the suggestion, I think it'll make a wonderful addition. Thank you
With all of the talk regarding Forza sounds within this thread, I figured I might as well toss my two cents into that discussion. Some mods on the forums are already using sound samples from Forza Motorsport 7, such as the S550 Mustang and the FD3S RX-7 (sounds for both were provided by Tsutarja495 IIRC). Turn 10 Studios tend to reuse engine sounds for multiple vehicles, so in the case of the Cosmo (which appears in FM7), it likely uses the soundbanks from the FD: The Forza sounds may sound better compared to the current sound samples found in this mod, but one major issue to using such sounds is that the mod cannot be made available on the repository for obvious reasons. Regardless, the Cosmo mod in its current state is fun to enjoy (especially in the latest version of the game); I am looking forward to future updates.
Imo, this mod is really well made, but lacks custom parts. For example, why is there only a stage 2 turbo, but no stage 1/3? custom exhausts, ducktails, and other stuff like this could really benefit the mod.