It takes a while for the in game repository to update, so you will have to download the file and put it in the mods folder instead of subscribing
I got around to testing the Assetto Corsa RSS 2 V6 2020 mod (a Formula 2 2020 car) against this mod in BeamNG at Spa-Francorchamps to see how they compare, as well as to real life. I did both laps with 10L of fuel and a custom setup for both cars in both games, to represent a lap during qualifying. I used the soft tyre compound for the Assetto Corsa lap, and I used DRS on both laps at the same points (marked by the DRS boards in the Assetto Corsa version and white lines on the track for the BeamNG version). Note that the FOV and camera position is different for both games, so the location of the car in relation to some reference points might be slightly different (www.youtube.com/watch?v=qXKs3ICoWlU) (Ignore the right side part of the lap timer in the top left - it's showing the frame number and the video is in 30FPS) In Assetto Corsa, the F2 car is able to pull 3.18Gs under heavy braking from almost vMax in the braking zone for Les Combes, while in BeamNG this mod pulls about 3.08Gs in the same braking zone, at 100% brake force in the setup. This mod also has much shorter braking zones, so either it is due to the downforce levels (I'm running a low DF setup in my Assetto Corsa lap, but I can't change the front wing with the Genesis F2), or the tyres have more longitudinal grip in braking (possibly from the softer suspension?), which means that while the peak G-force is lower, it is sustained for a longer time so overall it decelerates faster. The BeamNG tyre model that allows for a large slip angle and the somewhat understeery nature of this car on entry and mid-corner may also be allowing me to brake harder for longer and carry the brakes more into the apex of the corners. The Assetto Corsa mod also feels a lot tighter, and doesn't allow for much slip in the tyres (which afaik is realistic to slick tyres in real life). This mod seems to just let you slide the car around everywhere, whether that is understeer or oversteer, and also the steering almost feels like it has a deadzone because when you turn the wheel the car sometimes doesn't react to the input, but when you give the car a little bit more steering lock the rear starts to rotate around. This is quite obvious at Stavelot in my lap above, though this might just be due to the very soft suspension. However, I think the soft suspension and large tyre slip angle allowes me to take the Les Combes to No-Name complex of corners much faster in this mod car, as I am able to just get the car to rotate more and then get on the throttle earlier, which sort of unsettles the rear of the car a bit and gives more rotation, so I can carry more speed while still making the corner. You can also see some of the bugs/issues with the suspension in the video, mainly that it is too soft and has too much bodyroll, and the excessive vertical wheel movement, especially under high load situations like heavy braking or cornering. On to the laptimes. For context, the pole time for F2 at Spa in 2020 was a 1:57.593 and the fastest laptime an F2 car has gone around Spa was a 1:56.054 in 2018. I managed a 1:56.283 in BeamNG, and a 1:56.529 in Assetto Corsa, (I lost 3 tenths over-rotating trying to get on power exiting the final chicane on my Assetto Corsa lap) so the performance over a whole lap is quite even between this mod and the Assetto Corsa mod, and also with real life. Here's the 2020 Formula 2 pole lap from Spa, if you want to compare it with my laps (www.youtube.com/watch?v=U_h5a3trkv0)
I made a skin but in the game it shows only a blank white thingy i made a lot of skins for cars so I know how to do them but this is...
It's a great mod, I really like the damage model and the handling but there is one thing that is bothering me: The wheels don't collide with each other with crashes, when I hit an A.I. car with my front wheel to it's backwheel, it just goes through the other wheel. That's the only issue i'm having so I hope you can fix that. Have a nice day and keep up the good work.
the nodes are what colide, and they are moving at the same speed. this causes them to go into each other and hook together. but I agree.
Also can anyone help me? --- Post updated --- @LucasBE if you would be so good to make a tutorial for me how you did the skin also with the materials and stuff?
The skinning works the same as any other car in beam. There are some good tutorials out there showing you how to skin.
sure if you give me 50$ also why a ferrari skin on a Formula 2 lol --- Post updated --- Wheels don't have collisions on stock BeamNG.drive cars ; adding collisions to wheels will make the handling considerably worse (trust me, I tried), hence why they don't have collisions like other cars.
If you use cherier f320 after this or this after cherier the 1 you use fater have dash say no texture
Wow @LucasBE , I gotta say. I'm quite intrigued by this wonderful formula 2 car. The handling feels great, and it's mighty fast! I have one nitpick but I saw that you were aware of that one already, so I won't really mention it. I don't make mod reviews often, but I do make them with my personal favorites. And in my opinion, this vehicle deserves one.Let me know if you'd like me to make one. Regards, Gregory U. GTG Mods Team
Wheels don't have collisions on stock BeamNG.drive cars ; adding collisions to wheels will make the handling considerably worse (trust me, I tried), hence why they don't Sure, go ahead I don't have anything against people making videos with this