update: So it looks like I dont have to remove triangles, and can just set them to drag 0 While this isn't exactly realistic , it's much better than just not having lots of coltris. Hopefully once I re tweak aero, this thing won't fly through the air weirdly, willsee.
any chance youd release a beta version until its complete so we dont have to wait? edit: didnt see the most recent message so just ignore this unless you are still waiting. (idk how to delete a commet)
A public beta won't happen, but the plan is to finish up every single chassis from the two seasons, then add all engines excluding the Ilmor-Mercedes, tweak all aero, unless something happens on the game side to fix this aero issue we'll write custom code for drag, then a few more minor tweaks left and right. Oh also the car needs to be ported to BeamNG's new sound engine. Yes, it really started that long ago, qutie remarkable. After that is all done we'll send this pack to a team of drivers (esports team and real) for testing and once they give us green light that physics are good enough we can consider release. Now, the thing about custom code for drag is, it will technically be some sort of hack. Hard to tweak, probably not gonna feel all that great, some other issues. So I'd preferrably wait for a response about the game's own drag simulation before releasing it that way. But yeah, definitely no public beta planned.
Here's an example of one of the issues we are having no luck wtih fixing. See those blue lines? That's lift. The liftCoef for the nodes emitting lift is.. ZERO!! Not just that, it's these 2 specific nodes emitting waaaaaaaaaay too much lift as well, even IF they had a liftCoef. The coltris are almost flat, yet they're making more lift than the damn rear wing. @estama Any idea? There's multiple nodes that appear to be acting very weird like this.
Been watching this for a while cant wait for this to have even anyway to use it now i just hope someone will work on a modern indycar or even just like indianapolis speedway to race the fr17 and these on keep up the amazin work
Gfycat Video - Click to Play - Direct Link Physics wise we're getting there, quite a handful to drive, just like the real thing
Much harder. The FR17 is actually rather unrealistically built. It has way too much downforce, so as soon as it hits a bump, it enters low-earth orbit. Not what you want when setting a fast lap.
Probably not, because the FR17 can hit speeds of 200+ mph and take a take off and soar like a plane at Ate-ona speedway if at high enough speed and you tear off the wings while it's at a high speed. --- Post updated --- Exaggerated* Do not try this at home. Professional Driver in Closed Course.
This does raise the very morbid question of whether the damage model will accommodate for the monocoque splitting from the engine/gearbox, because that's still not something we've seen from an open-wheel car mod.
Previously the indycar had modern formula car style suspension, which involved 3 springs. This wasn't correct. Additionally, the way it was done previously did not allow for an ARB to be installed. Today is redo time!
Rear suspension now done too, complete with ARB (thanks to @Blijo for ELI5'ing that to me) One more major step closer to releasing
can't wait for this, not often do we get mods with this much detail, most of them just die out EDIT: removed stupid comment I posted while I was tired