1. Trouble with the game?
    Try the troubleshooter!

    Dismiss Notice
  2. Issues with the game?
    Check the Known Issues list before reporting!

    Dismiss Notice

Development Screens (Each post contains a picture OR contributing post)

Discussion in 'General Discussion' started by LT. Smell My, Aug 5, 2013.

  1. KaiserimnopYT

    KaiserimnopYT
    Expand Collapse

    Joined:
    Oct 9, 2016
    Messages:
    3,960
    Ok so maybe 250HP
     
  2. 440cid

    440cid
    Expand Collapse

    Joined:
    Jul 12, 2015
    Messages:
    263
    The original plan was 3.0L producing 220-230 HP and 540-550 Nm; and a 3.5L producing 260-280 HP and 650-680 Nm.

    250 HP seems like a good number. Maybe achieveable using 3.0L with higher boost (perhaps 1.6-18 bar?) or 3.2-3.5L displacement but using lower boost (1.0-1.5 bar?). I'll research engines with similar figures and their boost. I like to keep it realistic.
     
  3. skodakenner

    skodakenner
    Expand Collapse

    Joined:
    May 24, 2015
    Messages:
    1,404
    BMW has a 252 hp diesel if im not mistaken
     
  4. 440cid

    440cid
    Expand Collapse

    Joined:
    Jul 12, 2015
    Messages:
    263
    Yes they do on the 330d. I just looked that their I6 3.0L with 1.8 bar boost that produces 255 HP and 560 Nm.

    My "EcoTorq" engines is going to be somewhat in the middle ground between those high strung diesels such as BMW's & Hyundai R diesels and Toyota's "play it safe" diesels. Perhaps I'm aiming the displacement, power, and torque output to match something like Daewoo/Holden/GM's VCDi or RAM's EcoDiesel.

    I'm not very informed on diesels and turbochargers, I'd have to do extensive research on it.
     
  5. Ewanc

    Ewanc
    Expand Collapse

    Joined:
    Oct 25, 2015
    Messages:
    254
    Exploring the off road areas of the new Pikes Peak.
     

    Attached Files:

    • offroad.jpg
  6. naguluna

    naguluna
    Expand Collapse

    Joined:
    Aug 31, 2013
    Messages:
    345
    *finishes model*
    -oh i'm going to finish this in no time!
    dsh.jpg
    *starts textures*
    -hmmm... 2028 would be a accurate release date
     
  7. Ai'Torror

    Ai'Torror
    Expand Collapse
    BeamNG Team

    Joined:
    Aug 29, 2015
    Messages:
    1,546
    True :D

    OT:

    Another V10 powered Muscle car setup for drifting joins the V10 pack, expect release soon.
     
  8. Blijo

    Blijo
    Expand Collapse

    Joined:
    Apr 27, 2016
    Messages:
    2,055
    some more work done :)
    screenshot_02283.png screenshot_02284.png screenshot_02285.png
     
  9. EcoNadder77

    EcoNadder77
    Expand Collapse

    Joined:
    May 29, 2017
    Messages:
    1,150
  10. B727ClassicFlyer

    B727ClassicFlyer
    Expand Collapse

    Joined:
    Feb 9, 2013
    Messages:
    2,183
  11. naguluna

    naguluna
    Expand Collapse

    Joined:
    Aug 31, 2013
    Messages:
    345
  12. workclock1©

    workclock1©
    Expand Collapse

    Joined:
    Jan 5, 2016
    Messages:
    2,555
    175+ hours on my mega pack, not even close to being done, will i ever finish this mod?

    I've had configs submitted from @BlueGinge123 , which is helping me make this mod pace go faster, At my rate+help, around March/May, is an expected release date. Every car has a custom engine, with some being unrealistic with some being realistic. I started working on this about 2 weeks before Christmas, but only worked on it about 1 hour a day, which is about 3 configs every one hour, since my pc can't save configs some times (because it's so slow). Anyway, since my BeamNG Is being blocked by my windows defender (it's my fault) i am to lazy to turn that off and run my beamng, so here are 2 file-based progress.

    Yes, i am aware of the bad stickman in the one with only certain files, which are labeled "completed vehicles:

    Capture.png Capture2.png
     
  13. ConcordeLXi

    ConcordeLXi
    Expand Collapse

    Joined:
    May 3, 2017
    Messages:
    706
  14. Alewyx

    Alewyx
    Expand Collapse

    Joined:
    Nov 26, 2016
    Messages:
    2,060
  15. Ai'Torror

    Ai'Torror
    Expand Collapse
    BeamNG Team

    Joined:
    Aug 29, 2015
    Messages:
    1,546

    The pain of making any sort of curves look good-ish in blender...
    If someone has some good tips on modelling stuff like this, please PM me :D
     
  16. Ytrewq

    Ytrewq
    Expand Collapse

    Joined:
    Dec 6, 2014
    Messages:
    2,270
    You should set shading to 'Flat' before editing your model.
     
  17. Ghost187

    Ghost187
    Expand Collapse

    Joined:
    Sep 1, 2013
    Messages:
    409
  18. Atomix

    Atomix
    Expand Collapse

    Joined:
    Dec 15, 2012
    Messages:
    1,347
    d
    r1.png r2.png
     
    • Agree Agree x 1
  19. Blijo

    Blijo
    Expand Collapse

    Joined:
    Apr 27, 2016
    Messages:
    2,055
    Buggy
    screenshot_02289.png screenshot_02292.png screenshot_02294.png
     
    • Like Like x 1
  20. flystyle

    flystyle
    Expand Collapse

    Joined:
    Aug 5, 2013
    Messages:
    157
    Why the hell would you do that? especially if you're working on making the curves/smooth lines.

    OT:
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice