@JorgePinto For now the duplicated parts are fixed, and the configs 1.0 Start Super and 1.2 Start got an overhaul. The torque curves of the "normal" and "low octane" inline-4 got swapped and the 500 rpm error in the stronger 1,5L is fixed. Power outputs from the 1.5 turbo, and if an 1.5 n/a should exist or not, is completely up to you Then I (accidentally) found a bug in breakgroup of fender signals that changes the color of the fender. So rip of the right fender makes the weird color change of the left fender. Somehow I can remember this effect some years ago also in other mods... had to change file extension *.pc to *.txt for uploading
Greetings the weird fender color issue should be fixed now. "flexbodies": [ ["mesh", "[group]:", "nonFlexMaterials"], {"deformGroup":"fendersignal_R_break", "deformMaterialBase":"sunburst2_lights", "deformMaterialDamaged":"sunburst2_lights_dmg"}, ["sunburst2_fendersignal_R_start", ["sunburst2_fender_R"],[]{"deformSound":"event:>Destruction>Vehicle>Glass>glassbreaksound2", "deformVolume":0.2}], {"deformGroup":"", "deformationTriggerRatio":""}, ], the same for fendersignal_L of course @JorgePinto Do you really want two separate 1,5L engines? Or maybe modify the 1,5L with a different engine block and intake, but only make one inline-4 engine? What would be easier to maintain?
Thanks! Will add all of this for the next update as always. Not sure really...what makes more sense I guess. One is of course easier to mantain, but if having two is worth it, then so be it.
If you ask me, I think that making just one 1.5L engine is easier. There is just one nodes- and beams-section and so on. The flexbodies and slots and other components are the same, so why have the source code doubled. To differentiate between the two versions, one could add different engine internals and ecu. Also the soundConfig needs to be done just once and can be tuned with the appropriate modifiers. Sometimes BeamNG changes the soundmixing so that engines are incredible loud or sound strange. Adjusting every soundConfig (+soundConfigExhaust) can be tedious. For the 1.5 Turbo I couldn't leave it alone making a "low power ECU" In the low-octane version, it produces 120 PS and with the stronger 1.5L it is 130 PS. More than enough I would say
I'm encountering an annoying issue that only happens in BeamLR: The mod doesn't recognize this car's oilpan and drains the oil, leaving me in a critical oil level. I've tried: -Editing the Start's jbeam files to remove the {coreSlot:true} entry to see if the Oil Pan option shows in the Car Part Menu. No success. -Editing BeamLR's .pc files to manually add the "vivace_oilpan" to see if the mod recognizes an oilpan. No success. The only thing that solves it is changing the engine to Sunburt's boxer, and obviously I don't want that. What exactly am I doing wrong here? Isn't the Car Part Menu supposed to reflect on the jbeam? Or shouldn't the mod recognize the oilpan in the .pc file for the car? The oilpan doesn't show up in the menu, but it's clearly seen here. Update & Solved: I was trying that and wasn't working... Until I noticed there was a second cluster of data in the same jbeam I was editing, that still had the "vivace_oilpan" info. Now that I switched to the "sunburst2_oilpan", it worked, and the Oil Pan shows up in the part menu, plus no more leakage on BeamLR. Total lack of attention on my part.
Greetings as I see the slots and naming of parts is a bit messed up. You're right, there has to be a proper equivalent to the sunburst oilpan, i.e. called "start_i3_oilpan" or "start_i4_oilpan". Of course with weaker specs like less oil volume etc. The {coreSlot:true} command says that the slot must no be empty, so on part of the list must be chosen. We will take a closer look into the inline-3 engine files to check that there are no more leftovers from the vivace Edit: The start engines did not get their own oilpan, and the "vivace_oilpan" was nowhere in the files, sorry... As a quick fix for now, here are the edited files also adding an oilpan for inline-3 engines. The effect of oil damage should now be there note: the *.txt files are the *.pc files containing the configs, but I cannot upload the files with *.pc extension. So please rename the extension back from txt to pc @JorgePinto The cleanup is still ongoing? This great mod deserves the next update I think...
Well, to be honest I've been having quite a hard time doing stuff lately...not to bore anyone with details, but it's all things I cannot control, and thanks to past experiences working while being like this lead to awful quality and uninspired work. Of course, I really welcome and thank all of your help here, it's really keeping things alive, and hopefully I'll get back to this soon.
I downloaded the mod recently, and I'd like to inform about a small error I found. On all versions, the rear tires are wider than the front tires (195 front vs 205 rear). Unless this was made intentional? Also, if suggestions are allowed, how about giving the Super some Basic brake pads, instead of the Premium ones? I think it makes more sense, given it's made to be as cheap as possible.
Greetings recently I did some high speed tests with the Phool Start and was surprised that nearly all configs reach 200 km/h easily... There must be something wrong, so I started digging in the sunburst2 files of current version and a bit older version. BeamNG changed many of the "dragCoef" values in "triangles"-section. Thats why the body.jbeam files had to be edited While editing the files I also reworked the 1.0 turbocharger, that was still working with outdated parameters. Now the torque curve looks much better The start oilpans and reworked configs will find its way into the next update.