Works fine on my end, and I'm not sure how it could cause issues with the autobello as there is nothing in the mod that should be able to be loaded by the autobello, as I'm neither using the common nor autobello folders. Issues like this are usually caused by a mod duplicating vanilla materials and putting them in the common folder, or mods for vanilla cars that duplicate the vehicle's base material in the vehicle's folder.
TrackpadUser updated Blackpool Superlite with a new update entry: Handling revamp Read the rest of this update entry...
The chase camera is very low, not sure if this was introduced by the update since I haven't driven it for some time. Also I'd love if there was a vented hood for the faster models, like the current models have in real life
TrackpadUser updated Blackpool Superlite with a new update entry: Camera and material fixes Read the rest of this update entry...
Sorry if this is a bump, but would you mind me making this an Automation mod? With full credit to you of course. I am not that great with Blender yet, but I really want to see what I can do with Automation/Beamng mods. Once I figured out Blender and jbeam editing, I figured it would be much easier to make cars in future.
I haven't done mods for automation in ages, but considering the fact that the part of the model that would get ported over is fairly simple, and that IIRC automation has a bunch of stuff (Like model adjustments, I forget how they call them) that require some special thought on the model side, I'd suggest you give it a try yourself. Pretty sure it would be more work to get this working in Automation compared to just making something like it yourself.
The car is seriously fun, but i had to create my own tune to make it really rocket over the track. It turned out to be so well that i just released it. https://www.beamng.com/resources/blackpool-superlite-stable-race-config.23937/
I'll have to check it out, I left the wings in but wasn't really using them since the RL version doesn't. I know I haven't done a ton of work to get the faster variants handling the best, I'll take a look when I eventually do a revamp of this mod, mostly to replace all the models and textures with something more to my current standards.
Well if you are looking to create realistic cars and configs then my tune is likely not for you, i try to bend the game to create well handling vehicles. And with the superlites rear issues in high speed corners, this was no other. A RL car wouldnt be build like i did with this config
I don't really have plan to make small updates to this thing, as eventually I want to redo most of the visuals so they're more to my current standards. That would include animated shifters but also a bunch of other stuff. However I have no idea when that will happen. I have a few other projects going on right now.
I'm happy with the general design and the shape of the shell. It's mostly in terms of quality, especially the under bonnet stuff and the interior. Textures are also a bit lacking, and there's some minor thingies to fix in the suspension meshes and stuff.
That's chill mate, I'll look forward to that whenever it happens, good luck with your other projects!
When I yank the handbrake and get the car sideways, the FFB shakes VERY violently. The shaking was slightly reduced after v0.30, but it's still here. Any ideas what might cause it?
I suspect the front uprights might need more rigidity. I haven't worked on it in a while, but I'll plan on overhauling it some day, and I'll see if I can make the FFB better.