4 different body types, 3-4 different frames, own textures, jbeams, scripts, sounds etc. Don't forget that ETK I-Series have 177 MB and it have only one frame and body, but quite a lot of parts (but in game there is "common.zip" that probably have other stuff).
Common Holds only universal Parts like Wheels, Some Suspension parts, Tyres, Police Lights etc. Majority is wheels tho as far as i know
i've found a little sound bug(only on rotary version): low rmp's sound are stopping too early, in comparison with high rmp's sound. Video for example:
I have improved the transition from idle to rev sound and reduced the volume of the rotary sounds a lot. The engine was very loud and I had to turn down the volume on my speakers every time I spawned some rotary config. The improved rotary sounds are included in the upcoming convertible update. Speaking of the convertible update, the convertible body model and textures are ready apart from some minor things. The independent double wishbone front suspension is also modeled, textured and jbeamed. The top jbeam is still WIP. It features multiple slidenodes to simplify the structure of many joints and moving arms. I don't know if slidenodes negatively affect performance, but dozens of extra beams certainly will. The hardest part is to make the top fabric fold without spiking. For example, I had to move the lower edge of the top fabric a bit higher than in the real Datsun K110 to eliminate heavy spiking and clipping through the body when folded. There are still some spikes left in the rear corners of the folded fabric, but they will be gone for the release version. The hydros and probably a couple of pivot points need some adjustment too, so the top frame can fold nicely down into the top well behind the rear seat. The third bigger change in the update is the animated manual shifter. The shifter uses couple of nodes and two hydros, much like the one in SoHigh00's Honda CR-X del Sol. However, the Satsuma shifter is a prop instead of flexbody, so it won't stretch or bend. Here are some screenshots of the convertible body and the IFS.
the real trip counter is still here ? ♥ every modders (and devs for vanilla game) should be take this for every game's car, i'ts a 'must have' feature (like the animated manual shift héhé) just for that, you deserves a job in beamng dev team
There are some suggestions that could make this better: LS or more Japanese engines (if they even fit) Track or rally config New suspension
The convertible update will have an independent front suspension that improves handling of the rotary engined models drastically. After that update is ready, I'm planning to do the 4WD version and some racing springs, shocks and better brakes for all suspension types. The reason I won't include those parts in the convertible update is that they take a long time to make properly. I think the 4WD update will be the final update and I can finally start working on my next project.
I've been very busy at work lately, but I'll be on Christmas holiday next week, so maybe I can really get working on the update again. There has been some progress. I figured out how to make the leaf spring Lbeams softer and still keep the realistic spring rates by tweaking the ratio between beamSpring/beamPrecompression. The shock absorbers are also much softer and more like they were in the 50's. The adjustment reduced annoying lifting of inner rear wheel during hard cornering a lot and there is much more body roll, like 50's car with very narrow track and tall body should have. Despite increased body roll and weaker shocks, lateral grip on smooth surfaces has been increased. The top has been on hold for two weeks because of problems with the hydros and the whole thing is so hard to make wobble free on bumpy roads. At least spiking of the top fabric is almost gone and I think it's good enough now. I hope I can sort out the problems because, in my opinion, the convertible body isn't ready without fully working top.
I'm not sure if the bodies support skins properly, since there are so many bodies and only one UV map that contains doors, fenders, hood and trunk. I'm gonna try to do couple of rally/race skins for the future 4WD update. I tried to do rusty skin for the pickup update, but it didn't look like real rust at all. I still suck at making textures.
You must clear the cache before starting the game by deleting the cache.0.11.0.4 folder from C:/Users/(your username)/Documents/BeamNG.drive if you had older version of the Satsuma installed before. The textures will appear once you start the game again.