License plates were added very late in the mod, and i wasn't even aware skins could be done for it. I only added the regular BeamNG plates slot and my own custom and non editable plates. So i'll fix that for a soon to be published update of the addon
just little fixes like this skins plates issues, and other nobody is aware of like anisotropic filtering that is set on 0 by mistake on some textures instead of 1, so the filtering is more blurry especially when skins are displayed. Some other little fix i don't remember now because i just came back from my holidays
I don't know what to do for you man, i can't take a plane to your house and help you. The mod install is quite simple and works for something like 7000 people, so you must do something wrong, i'm sorry. Show us folders screenshots, that we may see if it's installed in the proper location. --- Post updated --- Thanks for the kind comment and nice video ! I saw it already but just added it to the first page with the other ones.
No need to shout, all was explained to you, there is nothing else to do than just downlaod the two files in the proper location and that's it. So keeping saying it doesn't work for you won't change this simple fact : there is something else making this not work for you than the mod itself. Maybe another mod, i really don't know but it's not the mod itself. Please calm down, i'm not responsible for all issues on everybody desktop or beamNG.drive install issue.
OH ME OH MY!!!!!!!!! It is beautiful! The only issue I have so far is that it severely drops my FPS on spawn.
Yeah, you need a beefy PC to run this thing at a decent FPS. If you remove the hood and the inner fenders it runs really good, but it's kind of strange driving the car like that. If this ever gets optimized it's those three parts that need all the work.
Cool, hope you had fun! In the unlikely case you missed those, here are a few things I noticed: -the rear shelf, inside under the rear window doesn't seem to be jbeamed, it keeps its shape even when the rest of the car is flat -on the cop car variants that have the integrated lightbar, it has a circular section instead of oval: -there's a small gap between the doors and door panels (Not that easy to see anyway) -the dash deforms in all kinds of strange ways, but that seems to happen to all cars...... -I maybe wrong(it's been a while) but I feel that the suspension comes back up a little too quickly after a big bump....I seem to remember a slower boat-like effect, particularly at high speeds. Well, it's pretty close anyway. also, this happened when the HP 98 impacted the HP 88: First and only time so far with this mod!
If you remove three parts that are maybe the most important for the front deformation structure, of course it will run better, they are no more interactions between them and the whole car, so there is far less beams and nodes, and calculations. But it's not a a question of improving those 3 parts, it's a question that the whole car has 920 nodes instead of 800 for the moonhawk, it's more a question of reducing the beams on all the car. I'm aware of that, but a free mod is a free mod, i can't work on that forever and ever. The mod was based on the Moonhawk sedan, and improved upon this base, while the Moonhawk had is own improvments. The cars are also a lot longer so adding nodes and beams was necessary. --- Post updated --- You mean the carpet part behind the seats ? i noticed this sometimes but didn't saw it a lot so i forgot about it, thanks. EDIT : solved, a line was missing to connect it to the body. It's a Delta 88 only issue, the 98 Regency had the good line already. This is an AR162B part, i only did the new textures, but we'll speak about what you pointed out. -there's a small gap between the doors and door panels (Not that easy to see anyway) I will look at it, thanks -the dash deforms in all kinds of strange ways, but that seems to happen to all cars...... It could be improved maybe, but it has been way much worse, at least it doesn't do 3 meters spikes like in the beginning. -I maybe wrong(it's been a while) but I feel that the suspension comes back up a little too quickly after a big bump....I seem to remember a slower boat-like effect, particularly at high speeds. Well, it's pretty close anyway. Synsol will read that and answer, i'm not on the suspensions settings. also, this happened when the HP 98 impacted the HP 88: First and only time so far with this mod! Seems to me to be a tire bug, that happens sometimes on other cars too. --- Post updated ---
Yeah, most of those are small stuff, really. While optimization is always nice when possible, the level of detail on those cars is very pleasant as is. My 5 year-old PC can run 4 of them without too much of an fps drop....only when I decide to flatten them with the Belaz does it get very laggy! Now, THAT thing is an fps hog.
What are the specs of your 5 years old PC ? It's weird but interesting those lags and fps drops depending on people PC configs. Regarding this lag and optimisation question, i now would like to illustrate what i mean when people think that the innerfenders and hood are reponsible for the lag by themselves. I did the test some days ago, and indeed, when i spawned 6 oldsmobile i had 20 fps and when removing the hood and innerfenders to all of them, indeed the fps jumped from 20 to 37 fps with 6 cars. But this is not a question of removing the hood and the innerfenders that could be bad optimised parts, it a question that by doing those removals of parts, you go from 911 nodes to 852 ! And far less beams. So now this is the demonstration it works the same way if you remove some others parts. In this screenshot, i've removed the rear bumper, rear doors and trunk, and i went from 911 nodes to 846, almost the same result than with the innerfenders and hood removal. And the result is the exact same, the FPS jump from 20 to 37 fps ! So it's the whole car that need to be lower than 850 nodes and not the responsabilily of those three mentionned before front parts. I'll try to improve that but it's not a promise.
I get 18-25 Fps with my core i7-2600 and a 960. Maybe your mod is not friendly with AMD or something.
In this case it's not my mod especially, the reason is that Amd cpu has worse single core performance than intel.
i7 2600k 3.5Ghz 32GB 2133Mhz Corsair RAM MSI GTX 970ti 73GB (windows)/32GB (pagefile+temp files)/600GB (Games) all in 15k rpm SAS on LSI 9260i Right now, the damage is very nice. Perhaps, if you make one, the version with less jbeams could be optional? Best of both worlds? I know I'll be keeping the one with the best-looking damage.
I quote your message as an exemple of what i demonstrated just above. Those three parts are not bad optimised, it's the whole car that would need a nodes reduction.
I love the car no doubt, but, could you make it lag less? I get 15 FPS even on the Grid, Small, Pure. And release the van I really am looking forward to it
Reducing the nodes numbers, would only be done if the damage aspect is preserved of course. In fact and to illustrate that, i had already a less expensive version of the car by using only 3 rows of nodes for the roof insteand of four, but then it changed the defomation so much that i kept this reduction for a more in depth work, if any. --- Post updated --- just read the messages above, it's not the same lag at all depending on people pc configs. i personnaly have 4 cars with constant 60 fps. If i manage to reduce the nodes to around 850, it will be better as it won't be far from the official Moonhawk. But i'm not sure to manage to do this, it takes a lot of time. Sorry but it seems this car works nice at least on a i7 and 970ti geforce for exemple.
I have a question for you Serge. Could some features of the Cutlass be considered for a future update? To me, it looks very similar to the Delta 88 and the Regency. Here's some pictures of what I'm taking about. Wasn't some variants, if not all variants of the Cutlass on the same platform? I'm more familiar with Ford's Panther Platform.