Oh, good! You made me panic a little. I thought there was something seriously wrong inside the mod that made steering wheels impossible to use with it.
You were right about the blow off valve sound. It's now gone as I cannot hear it in any actual sound recording of the IRL car this one is inspired by. Now I am trying to make the car sound better after removing the BOV sound. Now it has a cool hiss sound, and I am working with it. This is why criticism is important. I NEED it because there are things I just do not notice. Keep it coming guys if there is something you guys see.
One thing i remember is the interior camera node is right hand drive being pulled over to left side of the car and this is causing the camera physics to be weird. So basically the base nodes holding the camera up are in the right seat of the car while the camera node is above the left seat and so the beams are stretched and that is why the camera moves so strangely imo.
Nah, It's just cuz the camera needs to be stiffer and have more damp. That is how it works. I've already addressed this on my end.
Nah, it uses a default sound from automation and default sounds from BeamNG. In a few, I am going to share a vid of me testing the Track Attack config in the current version on here. You guys can check it out. --- Post updated --- --- Post updated --- This is how the car is meant to be driven and now thanks to the handling improvements, it can be. Also, dynamic mirrors! Edit: Video removed due to no sound. HOW DID I MISS THAT???? New video is up with sound this time XD
No video, but this is the lap time for the new experimental Stock config around the Automation test track. It handles SOOO much better it is unbelievable.
Can you do a nurburgring lap time with the stock config? It should be almost 7m58s estimated but it was never tested officially.
The car technically has better acceleration. For instance, the car the mod is inspired by does a 1/4 mile in 11.7 seconds @ 126.5 MPH. The mod car does it in about 11 seconds flat @ 135 MPH. Plus, I don't have the Nurburgring map and I don't feel like driving it in BeamNG. Some maps do not scale well when they are ported from other games. The commonly available Nurburgring map is an example. A better track to use for reference is the Automation Test Track, which I have done. The Stock config will do it in about 2:07.50 with a perfect line, while the Track Attack will do it in about 1:50 flat holding the perfect line.
Great mod I've been looking for something like this for a while. I have a handful of "J58" and "J58" GTE skins that I based off of another UV and was wondering if there is any way you could post the UV for this mod? If not all good
I don't really understand what people mean by the UV. It's the F40_b.color.dds file in vehicles/j58/txt inside the .zip fire. All you gotta do is highlight the outlines, remove the color and there is your UV. But here is the "UV" with the mesh lines. It's a tad wonky because of my edits, but it works. The rear "quarter panels" share the left side "quarter panel" UV because the right-side quarter panel had actual meshed lettering into the model and I am not a modeler, so I just copied/mirrored the mesh from the other side, so it uses the same UV. If someone knows how to change the model so that the quarter panels are separate on the texture sheet, send me the edited model over when you have done it, and I'll include it in the next release with credit given. Just be careful of the fender badges located on the roof. I am fixing this issue on the upcoming release whenever I release it, but this old one the badge UV is on the roof, so be wary of that.
The "badge" UVmaps are no longer on the roof in the latest version of the model. I haven't updated the pages .zip, though. Just look forward to it in the next update. Still no release date. I was hoping for a Christmas release, but I am not happy with the progress. This is how it looks now in the newest version. I moved the badge indent UV to the fender cutouts I'll see you guys in the new year!
Here are some up to date pictures and specs Downforce is getting optimized. My fastest time around Hirochi track in this car is 1:16.40. Car grips road better and is faster around corners now @ a higher speed and a much higher top speed with 280 less HP (so more controllable. It doesn't need to be a 1000HP beast anymore.) I might release V4 with a 900HP version, but I don't know at this point. 232 MPH top speed 720HP 1023 KG with 120L fuel and the roll cage 917KG with 10L fuel and no roll cage Note: The badges are still black on the car in-game because I have not updated the textures for the new UV. Where the new UV is there are black spots on the texture sheet, so it is showing up as black. UV still needs to be optimized by a professional at some point. The texture on the hood and the texture on the quarter panels, by the window glass is VERY wavy and needs a tweak by someone better than me ( I've done my best, and it is better than it was). Also, notice the working dynamic mirrors!