My latest project. It started as an F5000, using a Gavril small block V8 engine, but after throwing together a "Cosworth DFV" using the Bolide engine asset, it has become a 2 in 1 F1/F5000 mod. With the 500+hp engine and lack of assists it's a challenging drive, but a lot of work was put in the suspension to keep it driveable. Slides are fairly catchable (if you don't just keep mashing the throttle), and after a lap or 2 I'm able to run laps fairly consistently. I'm currently working on the finishing touches, but I don't really have a timeline for release. I am not looking for testers.
this looks incredible! i've been dying to see a 70s F1 mod for so long so i'm super hyped that it's actually happening! can't wait for the release :> i have a few questions if you don't mind me asking.. how's the deformation on it so far? i'm curious how fragile the car is will there be a driver included or any universal dummy mod support? (completely understandable if not, it does sound tedious) this last one's not really a question but if you need anyone to make you some additional liveries to release with the mod i would absolutely love to help out! i love the aesthetics of the 70s cars and would love to make some lore-friendly liveries for this :>
The only possible thing that could make this any cooler is a turbo version to match the Indycars of the Era. Rip the engine cover off and either make a basic round cover or just leave the engine open, add massive fuel tanks on the side, and put a turbo on a 2.6L Monoblock I4 and make it make 750hp~. I will say the rear wing profile looks way too thick in the photo you have there for either F5000 or F1. It really should almost half the thickness it is there and have more camber to the profile plus a secondary element
Indycar variant is something I might consider at some point, but right now I want to do the finishing touches to get the car out of the door so additional engines won't happen for V1.0. As for the wing, there seems to be a ton of variations when it comes to wings and intake scoop design, partially due to this being an era where there where aerodynamics weren't as well understood. There's a bunch of pictures of Lola T332s with thick single element rear wings out there. However I do agree that 2 element wings look better, and probably work better for the later years of the car, when teams understood that yes they do work better, so I'm looking into updating that. I'm personally not a fan of drivers and dummies in beamNG cars for multiple reasons. For technical reasons it's more complexity in the jbeam for a type of car that difficult to get to handle right and needs to a lot of thought into jbeam simplification to get it to fit into the target weight. Having a pile of nodes just jiggling around in the cockpit doesn't seem conducive to good handling. And I also really dislike the "DEADLY CRASH!1!!!!!1!!!" content that I feel comes from adding people/dummies in the cars. As for durability and crash realism I feel like it's alright, although there's still some fine tuning required. Hitting the wing and or wheels into things will pretty much always bend and/or break things. The wings will permanently bend a decent bit before breaking, with each side of the front wing being a separate part. The center body shell is also jbeamed as a separate part and while it doesn't usually come off in crashes, it does allow the body to deform somewhat separately.
There's already 2 engines. A F5000 spec engine based on the class Gavril V8, as well as a "Cosworth DFV" F1 spec engine.
My bad I meant as in only V8s, but it answers my question. Curious to see how these two engines feel to drive. I just recall that back then the rules allowed all types of engines up to 12 cylinders, but I guess modders can take care of that. I think it'd be fun to see a turbocharged I4 against a V10, and so on, even if it's not historically accurate
Yeah, that's completely understandable, honestly. For something that takes so much precision to handle, I can see how that would be a total pain to manage. Very nice! Sounds pretty good from the way you're describing it :> And one more thing I forgot to ask before (kinda-ish), how complicated is the UV map for this car? I'd love to make some lore-friendly liveries for this, and I know open-wheel UV maps seem to always have really complicated layouts. Although, given how angular most of the body shaping is, I wonder if it might not be that bad to manage. Just curious to know what skin creators like me would be working with, if you're cool with sharing :0 And will the process for adding skins act similarly to adding skins to vanilla vehicles? (texture file + a material and jbeam file to enable it to be selected in the "Paint Design" tab)
All my cars have their skins setup the same way as vanilla cars so yes. The UV does end up being a bit complex due to the geometry, but I think I've been getting better at making stuff that's easy to work with. It still needs some work, which I tend to do by making skins and seeing what's wrong and fixing those bits, but here's what it currently looks like. I'd suggest not starting to work on it as it is subject to change. Is a car using a lore friendly brand and lore friendly equivalent engines lore friendly???
Looks way more straightforward than most open-wheel UV layouts I've seen. Can't wait to try it out (once there's a finalized one)!