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Beta Backyard Kart 0.17.6

A backyard-built kart

  1. A huge update!

    nachtstiel
    I say this every so often, but this update is probably the biggest one yet! It addresses old issues as well as introduces many new and updated parts and meshes. As per usual, an update like this one may require a cache clear to get all meshes to display and to display properly.

    Full list of changes below

    Frames:
    • Fixed triangle collisions
    • Removed rear triangles on the standard frame
    • Disabled mesh breaking on the main frame meshes
    Wheels:
    • Fixed strange expansion and twisting behavior
    • Adjusted wheel node positions
    • Changed wheel offsets
    Tires:
    • Significantly improved stability of kart tires
    • Added Hard, Medium, and Soft variants of the kart tires
      • Hard and medium are going to take some tweaking, but they function about as I expected so far.
    • Significantly improved bounciness and stability of the bubble tires
    Aero:
    • Added downforce coefficient slider to the unrealistic wings
    • Changed the angle of the wide front wing to match the mesh
    Engines:
    • The engines for the raised axle no longer emit as many particles
    • Changed positions of some nodes
    • Created new engine sound for 750 and 1000cc engines
    • Adjusted inertia of the 1000cc engine so it shouldn't die so easily under a sudden load
    • Cleaned up sound files
      • The non-cvt engines no longer sound like there are multiple when idling
      • Reduced sound file lengths
      • Lined up on/off sound files
        • All of the above seems to have fixed the issue with the 1000cc engine sound getting mixed up
    • Redid engine mount beam structure
      • This was done in order to allow the rear subframe to break off without affecting the engine
      • On the standard and raised axles, the engine now primarily connects to the axle beams
    Transmissions:
    • The race CVT now has adjustable rpm targets and gear ratios.
      • I might make the stiffness adjustable as well, but it seems to be fine for the engines that use it
    Exhaust
    • Changed positions of nodes to better match the mesh on the sport and 250cc exhausts
    Intake
    • The non-cvt intake has been separated from the engine mesh
      • This is in preparation for something stupid I have planned
    Suspension:
    • Added a front ride-height slider to the welded front suspension.
    • Changed the beam structure of the welded front slightly
    • Further tweaked the camber and caster precompression
    Dummy:
    • Changed dummy model and jbeam structure to be based on the updated model from the maluch mod
    • Changed dummy lean behavior to be based on lateral g's instead of steering input
      • This is done via lua
        • I am still new to lua, so expect behavior to improve with each update.
      • This significantly improves stability during slides since the dummy will not lean to the outside of a slide when countersteering
      • I may bring back the steering-based lean as an option if it is requested or if I find that the auto lean doesn't react right for non-sliding driving
    Other:
    • Added Bodykits:
      • Body kits are intended to be simple plastic shells, so head and taillights are cosmetic only
      • SBR
        • Fully Jbeamed
        • The front hood also significantly changed to accommodate the new headlight
      • Dunekicker
        • Fully Jbeamed
      • Hopper
        • Fully Jbeamed
        • The only one with a roof, which can help only in slow-speed rollovers
        • The entire shell can break off during a crash.
    • Added a front headlight
      • Affects aerodynamics
      • Can separate from the frame
    • Tweaked configs to conform to new alignment changes.
    • Changed center dummy model
    • Updated brake mesh
    • Updated standard rear axle mesh
    • Set up breakgroups so the front wheels are no longer driven when the front subframe breaks off, but the engine does not break with a 4wd or AWD transfer case
    • Tons of mesh improvements
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