I think i’m too early for testing for now, the car is just about in game but there’s really no point in releasing it in its current state since there really isn’t much fun to it for now. I might consider a beta (idk if closed or open) later down the line but that’ll probably be when i’ve finished making all stock parts of the car. I’m aiming to have something released publicly within the first half of 2023 but I can’t really say in what state it’ll be yet.
btw I’m on a boat for the next week and a bit, the boat has limited power meaning I can’t use my laptop much, this means my progress will be a bit slow next week. Everything should be back to normal after that though.
update: -modelled inner floor of new unibody, it's more accurate then previous versions and matches new proportions(I swear this is like the 5rd time I'm redoing parts of the unibody) -partially remodelled engine bay, now has more detail and accuracy -adjusted positioning and proportions of headlights -other topology tweaks (I lied when I said there'd be bodyline bevels in the next update, in the end I think I'll add them in a bit later) -Made a render to compare the look of the real car and the model, I've noticed some innacuracy in the headlights which is a little strange as I followed GT proportions for them, other then that though the car looks similar if you ignore camera position and fov. (the wheels on the renders are not my model, they're just for show)
update: -finished modelling the rest of the new unibody, this includes properly solidifying the outer shell and modelling the area around the rear. -Got all the new S15 parts (other then mirrors cause I forgot those) with updated proportions ingame, the shading is mostly fine but there is some weird stuff going on in the front corners.
update (big one): -New taillight textures I still don't know if I'm 100% happy with these but they'll do for now. Theyre mostly based off photos now so they look a little less flat. off: lights/brakes: lights and brakes: -Added taillight glowmaps (no turn signals yet) These where a pain for some reason, It ended up taking me 5 hours to get the glowmaps working. -Properly positioned headlight, taillight and brakelight halos and light sources. No glowmaps on the headlights yet so they look kinda weird unless I manually add the emission texture. rear: front lowbeam: front highbeam: -Updated shading on some parts of the model The front corners and rear fender now look a little smoother. -Fixed some material stuff The glass textures where acting weird so I fixed that. -Added some loops to rear bumper The rear bumper looked a little low poly around the curve so I added a few loops. -Updated jbeam node weights For some reason the car started becoming rear-heavy so I readjusted the node weights to bring back the 50/50 distribution. -Reduced stress and increased accuracy of front suspension jbeam (now has reasonably accurate SAI, camber and caster) The alignment is based off unladen suspension measurements so idk how accurate the alignment is when the car is sitting on the ground. -Added mirrors in-game Jbeams are based off 200bx. -Added a first version of some custom engine sounds, I managed to get these working without too much hassle The sound samples used are from an assetto corsa S15 mod as they felt like the most accurate I could find (those sounds that where linked a few pages back aren't bad but I feel like they don't sound like an 100% stock SR20). Apparently the sounds from the AC mod are created by an AC content creator called Tripled Sevens, I've contacted him for permission to use the sound samples but he hasn't replied yet. If he doesn't reply I'll try to find some different sound samples and use those. Ideally I would record the sound samples myself but sadly I don't exactly have access to high quality recording equipment, a Nissan Silvia with an SR20DE and a long quiet strip of road. The sounds themselves don't seem that accurate rn cause I tuned them kinda badly, so even if I get permission I'll still need to do some work on them. -Made a little recording of the S15 driving around since I haven't done that in a while.
a varietta config would be very cool but creating a working jbeamed openable roof is something almost impossible for someone with my amount of jbeam experience. I could make a varietta with a fixed roof but I feel like then it wouldn’t really be worth the modelling effort put into it. A varietta isn’t totally out of the question but if it happens it would probably be after release and it would require jbeam assistance from someone.
i don’t mind stupid questions but you could maybe read the post before asking (to be fair tho maybe I should make it more clear) --- Post updated --- yea the muffling is at like 0 rn cause I was tuning smth and forgot to change it back
update: -modelled and (partially) textured Style-A front bumper I find this bumper design so absolutely rediculous that it's cool. -small polyflow improvements Not added in-game yet -re-modelled rear bumper flares for aero S15 variants These will look better when bevel normals are added -partially remodelled optional aero front bumper to match new proportions & quality This was the first part I made for the project and was also my first ever high/medium poly model, it survived without too many changes for a surprising amount of time -fixed the ugly look of headlight textures in-game, the headlight normals are kinda broken tho Will probably have to redo the normals cause I baked in some bevels and then made mods to the model -adjusted strength of stock struts to approximately match stock S15s (from what I could find its around 2.2-2.5kg/mm) Idk If i converted it to beamng's beamspring units correctly but it seems to act about right -fixed rear suspension not compressing on low/medium wheel offsets due to unibody collision Had to replace some triangles near the rear subframe cause they where colliding with the wheels -tried adjusting seemingly too high 200bx camber gain on the rear axle, although I'm not sure how I can adjust it correctly without messing up suspension geometry I did manage to get this working, but with the side effect of the suspension raising on throttle for some reason. Also I don't really know how much the camber varies depending on compression for the S15, im basically guessing. -made some blender-renders and screenshots (ik it's a waste of time but it's fun) Spoiler: pictures