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It makes sense considering the k series is newer, of course it's more expensive and not necessarily better performing
oh it does i didn't notice since it's so big lol
Make sure the nodes of the oilpan are flat, iirc somewhere in the engine jbeam you can define 3 nodes for the oilpan, and if they're tilted the...
Look at vanilla cars for reference, you might want to add another group to the hub so they have more nodes to position itself on
Also i'm pretty sure texture dimensions need to have powers of 2 for height and width e.g 2048x4096 or 8192x8192 etc
The hood vents are definitely a good idea, as for the canards they are too but the current ones seem fine to me. However the scintilla's bodykit...
I noticed the ffb was reversed (don't ask me why i'm using this with a wheel), putting -1 in the ffbcoef part of the steering seems to work but it...
I gotta update this lol, but for now if you don't double click on the car and select the config with no thumbnail it should work
I thought you said you wouldn't add pbr for now ?
The mod definitely suffered from config overload
I'm just curious, what would you need less than 10° of fov for ?
go here C:\Users\you\AppData\Roaming\BeamMP Launcher and delete the "key" file
don't double click the car, select the only config available
I said robust not eternal
Mods can be made very robust though, such as standalone cars that don't reuse content from any vanilla cars
Isn't this issue not as bad on dx11 ? what makes vulkan worse on this ?
go ahead
https://documentation.beamng.com/modding/levels/export_dae/ did you check this ?
in progress, currently making the etk k series, sbr4 planned next
Show me the mercedes f4 team blud