Thanks for all that research! I can incorporate all the changes to the mod and credit you if you want.
Greetings @JorgePinto ah that's nice No need to credit, I just thought to share my ideas this time instead of keeping it for myself... For the Start Super I made a separate 1.0 Engine, where I just left out the intercooler flexbody at the n/a intake. When omitting the turbocharger flexbody, there is too much missing parts. To clean it up, the intercooler nodes in the "nodes"-section should be also removed. Was just a test. I'm no good at 3D-modelling, but looking into the jbeam code files is fun for me I can upload the files here if you want to look into that.
Yes please share it, I can try to polish it up, issue I had is I had no idea where to reconnect stuff...thanks for the files! If a proper 3d model can be done, will make an update with all these additions.
Hey! Jorge how do I change the badge on the steering wheel, I changed the exterior badges but it didn't change the interior. (if your wondering I'm making a scion)
Greetings After days of "phooling around" with your mod I got some more ideas for weight reduction. I also tried to figure out what has changed in last update... @JorgePinto Nevertheless, here it is. I hope you don't mind uploading the edited files from your mod. The door panels of the Start Super were still a bit too heavy So now I think I bothered you enough... ...maybe one day there will be a 220km/h gauge still...
lets see what is cooking here... Somehow I miss the "1.0" trunk lettering, and the fender indicators seem to be indestructible.
@JorgePinto how do you change the logo on the steering wheel, I'm trying to make a scion lore friendly
You could try to open "sunburst2_interior_start_b.color.dds" (or the original sunburst "sunburst2_interior_b.color.dds") and search for the area where the logo is. Then paint it whatever you want. Be sure to save in correct file format, i.e. png must be 24-bit color depth. https://documentation.beamng.com/modding/materials/texture_cooker/
Thanks so much for the changes! Will make sure to add it all up to the next update (Fixes for the things you said too)
Sorry for the delay, I took a few days off...I included all the changes you did, and I just added back the 1.0 badge, now I'm checking the fender indicators So...as for the N/A engines, I'm currently trying to do the needed modifications to the engine. I already extended the air filter tube all the way round to the intake (otherwise I would need a whole new airbox to connect it right next to it) and I'm thinking about using the exhaust header from the Covet to complete the look in the back, and then of course connect it to the existing exhaust. Hopefully next week the update can be released!
Greetings that looks great already. I really appreciate the further improvements of your mod. It brings a lot more realism to the sunburst In the meantime I took a closer look to the diesel variant. The diesel gauges look quite good, but the rpm needle movement does not match the actual position of the rev numbers. For the petrol engines there are 500 rpm steps from one marking to the next. Without changing the markings you could say that 333 rpm is the step between two markings, so 3 lines make a step of 1000 rpm. I tested the values max=9000 and multiplier=1.5 or maybe one could have changed the rotation-z value otherwise. At least now the position of the needle corresponds to the actual rpm of the engine "props": [ ["func", "mesh", "idRef:","idX:","idY:", "baseRotation", "rotation", "translation", "min", "max", "offset", "multiplier"], //needles ["wheelspeed", "sunburst2_needle_speedo", "dsh2ll","dsh2l","dsh1l", {"x":90, "y":0, "z":0}, {"x":0, "y":0, "z":-0.93}, {"x":0, "y":0, "z":0}, 0, 295, 64, 3.6], ["rpm", "sunburst2_needle_tacho", "dsh2ll","dsh2l","dsh1l", {"x":90, "y":0, "z":0}, {"x":0, "y":0, "z":-0.0218}, {"x":0, "y":0, "z":0}, 0, 9000, 2500, 1.5], ["fuel", "sunburst2_needle_fuel", "dsh2ll","dsh2l","dsh1l", {"x":90, "y":0, "z":0}, {"x":0, "y":0, "z":100}, {"x":0, "y":0, "z":0}, 0, 50, 0.4, 0.95], ["watertemp", "sunburst2_needle_temp", "dsh2ll","dsh2l","dsh1l", {"x":-90, "y":0, "z":180}, {"x":0, "y":0, "z":-1.5}, {"x":0, "y":0, "z":0}, 60, 120, 90, 1], ], The 99 PS turbo diesel is also relatively powerful with 217 Nm torque, but fuel efficiency should be better (currently about the same as petrol engines ). For this case I made an ecu to get a 75 PS / 180 Nm variant (inspired by Renault 1.5 dCi) with less fuel consumption And a smaller final drive ratio for the diesel could be a good idea, what do you think? file is attached
and again such a great addition to the mod the 1.0 badge looks so nice But why you removed the 1.2L i3 engine? now the 1.2 config spawns kinda wrong... Diesel gauges for RHD works correct, but LHD still needs correction
Will try to fix that soon thanks...I really wanted to send the update after taking so many days out and ended overlooked way too much stuff...
@JorgePinto OK, all right After some quick checks I found some things and edited it a bit. In fueltank, the "variables"-section also has to match the fuelCapacity (config.pc files "vars" must also be "$fuel":40,). In the i3 engine, the turbocharger should also have the turbocharger flexbody . And the diesel gauges, I think for rpm needle the values max=9000 and multi=1.5 fits best. The files are good to go, you can just grab and replace them in your mod directory edit: the default parts in 10_i3 engine should be updated (oops) "slots": [ ["type", "default", "description"], ["sunburst2_enginemounts","sunburst2_enginemounts", "Engine Mounts", {"coreSlot":true}], ["start_oilpan","vivace_oilpan", "Oil Pan", {"coreSlot":true}], ["sunburst2_engine_servo_start","sunburst2_engbay_servo_start_rhd", "Brake Servo"], ["sunburst2_intake_i3_1.2_start","sunburst2_start_intake_i3_10", "Intake", {"coreSlot":true}], ["sunburst2_exhaust_i3_start","sunburst2_exhaust_turbo_start_i3_na", "Exhaust"], ["sunburst2_engine_ecu_i3_start","sunburst2_start_ecuNA_i3_10", "Engine Management", {"coreSlot":true}], // ["n2o_system","", "Nitrous Oxide System"], ["sunburst2_engine_internals_i3_1.2_start","sunburst2_engine_internals_i3_1.2_start", "Engine Long Block", {"coreSlot":true}], ["sunburst2_transaxle","sunburst2_transmission_i3_start", "Transmission"], ],
Thanks a lot! I'll be publishing a new update tomorrow, hopefully everything will be fine this time around.
Very good update! The inline-3 parts are also interchangeable between 1.0 and 1.2 to create much variety in power outputs. So the 1.2 could also be offered in n/a version, with a little stronger MPFi intake, or with a turbo that makes 90 PS instead of the Cherrier standard 110 PS Now its time to clean up a bit, because in console it says some "duplicate parts" found: Duplicate part found: sunburst2_engbay_servo_start_rhd from file /vehicles/sunburst2/start/sunburst2_engine_10_i3_start.jbeam Duplicate part found: sunburst2_engine_internals_i3_1.2_start from file /vehicles/sunburst2/start/sunburst2_engine_10_i3_start.jbeam Duplicate part found: sunburst2_engine_servo_start from file /vehicles/sunburst2/start/sunburst2_engine_10_i3_start.jbeam Duplicate part found: sunburst2_engine_ecu_i3_1.2_speedlimit_210_start from file /vehicles/sunburst2/start/sunburst2_engine_10_i3_start.jbeam Also some config files need work to use the appropiate parts. And I think the inline-4 needs some love. The "low octane" version has more power than the "normal" 1.5L engine You want the inline-4 to stay turbocharger-only, no n/a for 1,5L, right? but maybe some "detune" for the i4 turbocharger...