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Beta Backyard Kart 0.17.6

A backyard-built kart

  1. Another whoops!

    nachtstiel
    That'll teach me to leave anything untested! On that note, here is an update that includes several changes that are untested!

    But seriously, the changes that are not tested for on every configuration are minor and will not cause game stability issues. At most, you might see some rideheight and wheel alignment issues, which can be adjusted with the in game tuning options. I wasn't able to test most of the configurations, but I got to the SC bypass configurations, the 1000cc welded front, the electric crazy, and the 350cc standard frame configs.

    Below is the full list of changes:

    Frames:
    • Adjusted deform values to be in line with the pigeon frame.
      • I might reduce this since the IRL frame was significantly weaker than even a kei truck frame
    • Adjusted front and rear subframe connections
      • They are now much stronger and require a head-on hit at 100-ish mph to break off or a fall from a decent height,
    • Changed breakgroups
      • Some were leaking and I could not isolate them
    • Fixed leaking breakgroups.
      • This was due to my misconception as to how the powertrain breakbeams worked
    • Fixed deformation missing from the front end
      • I neglected to connect the new mesh helper nodes to the front subframe, which prevented the front of the center frame from being deformed
    • Redid front end precompression again
      • I made these changes while referencing the advanced wheel debug, which helped me make even more minute changes
    • Added caster and camber variables to the tierod precompression
      • Now the caster and camber adjustments shouldn't affect the toe angle much at all.
    • Changed beam connections between the front subframe and center frame.
    Front Suspension:
    • Added breakgroups to the front limiters
      • previously, they would not break and could cause instability when the rest of the suspension deformed after a hard crash
    • Added breakgroups to the front arms
      • Each arm can now break independently of the others
    • Adjusted limiters
      • They were set way too long and the coilovers were the only thing preventing arm inversion
    • Removed a few unnecessary beams
      • These were added in the early days of the mod to prevent the front wheels from wiggling too much under power, but it is not needed any longer
    • Tightened the steering beams
    • Tightened the tierods
    • Tightened the hub connection to the wheels
    • Added new hub options
      • These are 3, 4, and 5 lugs
    • Changed coilover mount posistions
      • This change aligns the coilovers directly with the front arms
      • Previously, I just slapped a number in for the position because the upper mounts on the IRL kart were loose on the Y axis.
    • Redid wide front suspension
      • Might be a little jank due to time constraints, but it functions well enough for now.
    Rear Suspension:
    • Independent Rear Suspension
      • Removed the anti-shake beams
      • Properly centered the rear suspension
        • It was offset a little bit, but it was enough to cause the camber and toe adjustments to not work properly
      • Adjusted coilover nodes to more closely match mesh.
      • Adjusted coilover mesh groups to make deformation look better
      • Separated right and left coilover meshes
    • Solid Rear Axles
      • Changed beam connections
      • Fixed mislabelled node in left wheel connection
    • Truck Axle
      • Lowered the axle significantly to better match reality
    Wheels:
    • Changed the strength of the 16x4 wheels and adjusted node positions
      • They should no longer deform strangely at high speeds or under high torque
    Tires:
    • Adjusted beam values of the 23x4 tires

    Textures:
    • Reduced the size of several textures, resulting in a reduction of over 100MB uncompressed and a compresssed reduction of around 90MB
    • Corrected a few textures that were overly bright
      • For some of them, I exported them in the wrong format (BC7 Linear vs BC7 SRGB), which caused a huge difference in the resulting brightness of the image.
    Engines:
    • Changed sound for the 1000cc engine
      • This is temporary until I can get recordings that are not filled with distortion unless this sound is preferred overall
      • The issue seems to only be present at the higher RPM ranges (9-12k), so it does not affect the 750cc engine too much.
    • Changed 1.5L engine model to the new covet 1.5L
      • was previously using a version that was still called hatch
      • This is WIP as the exhaust and driveshafts are part of the engine mesh for now.
    Misc:
    • Added a Covet bodykit
      • Not yet jbeamed, but it shows up when selected
    • Added a Piccolina bodykit
      • Fully jbeamed and tested
      • The connections to the frame might be a little bit too strong and this may change in the next update.
    • Changed beam connections to the center seats
    • Finally got around to implementing brake thermals
      • I previously set the material type to something invalid
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