Mirrors work like, well, mirrors. They probably just need to be pitched down ~5 degrees. You should probably just sit in the cockpit view with dynamic reflections on, and move the mirrors down bit by bit. Also, disappearing gauge needles happens with every car, opening the config menu breaks them until the car is reloaded I believe.
I just did a little bit of testing. You have done a great job, it's all made to an outstanding level of quality and you should be very pleased with yourself for what you have accomplished Here is some feedback from what I have discovered: Bugs: Engine sounds the same with exhaust removed as when the muffler is attached Logos/numbers on the racing livery get blurry when viewed at certain angles. Its a bug with the game, but is it a result of textures being too high res? Possibly another factor? Clear: Blurry: Suggestions/Opinions: Car is too strong? Roof hardly dents with over 3 tonnes of force applied on node grabber. Crashing into a solid wall at 100+ km/h results in almost no damage to the cabin. This seems to strong for a classic car of it's era, however its just my opinion and I may be incorrect. Headlight textures could be more intense for on/high beam. Headlights off: Headlights on: 'Skins' slot could probably be called 'Paint Design' to conform with the rest of the vehicles. Known issues experienced: Spiky deformation - jbeam is oversimplified. Wheel clipping EDIT: After doing some more testing I noticed a few more things: Bugs: When landing from a medium/large jump the rear suspension sometimes entirely collapses Are these coltris (green) supposed to be there? Suggestions: Improve mesh for spotlight mounts, the lights aren't connected. The mounts could also be improved to better match the mounts in the illustration Headlight covers (skinable) would also be a nice touch I feel like wheels break off way too easily (particularly front wheels). Should the suspension not fail before the wheels?
https://www.carfolio.com/specifications/models/car/?car=94600 As you can see here it has a five speed, mayby you can add that as an option. But overal this mod is just one of the best mods in game right now.
Thanks for going about your feedback politely, I figured you would. Some of those are things I missed, some of them aren't. Bugs; 1; Side effect of using old SBEAM sounds, I don't really have intention of switching them over until they're completely broken. It's a shame really, I can't mix and match old and new sounds. I would use FMOD if I had more samples. 2;I left Anisotropic Filtering off because I personally liked the look it puts off, but I can fix that, it's as simple as changing a 0 to a 1 in the materials.cs file. Suggestions/options; Deformation; THat's a bit tricky, parts of it behave normally, others don't. I'll need to look back into it again though, it's been a few months since I last tweaked deformation. Headlights; It's an issue with texture transparency, If you break the lenses you should see that the glowmaps are working just fine and normal. I might try using a glowmap on the lens itself to get around this now that you mentioned it. Coltris; Yes, they're supposed to be there, and that sort of thing is also why most tires don't collide with the vehicle they're installed on. I could have used an extra row of nodes running down the side of the unibody to improve the appearance, but I would really prefer not to redo that since it's almost a miracle I could get the JBeam to behave as nicely as it is. Spotlight mounts; That's not normal, they should atleast be connected; In-game on my side; If you could possibly press ctrl. B and take a screenshot of that area I can see if there's some weird node offset going on. I admit I was lazy, I wanted them to be there and functional. I'll see if I have the motivation later to do some adjustments to the model, but first we need to figure out why your spotlights are offset. I can also see about skinning them It should be fairly simple. Suspension; Yes, the suspension should fail before the wheels. However, I went this route because of wheel clipping. I wanted the wheels to come off if the wheel well was crushed significantly in a crash... There have been some weird issues going on with the suspension And as for rear suspension collapsing, I'm pretty sure that's the leaf spring inverting... I thought I fixed that, I guess not since I managed to replicate that on a hill in Gridmap. I'll have to spend some time testing this and see what exactly is causing it. Otherwise, happy to hear you're enjoying the mod
Ah I see the transmission is mislabeled it says 4-Speed Manual Transmission but it needs to be 5-Speed Manual Transmission --- Post updated --- Also the gauge needles disappear once in awhile.
Noted, already fixed. I forgot to remove a few rather large files relating to the project files for the skins, and some textures need to be significantly downscaled. I apologize about any inconveniences with download times and load times. --- Post updated --- The gauge needles are glitched, I would like to know why they keep disappearing. For the time being just press ctrl. R to reset the vehicle if you don't have any needles.
I recorded a video racing with the Mazda Cosmo Of course, it turned up a few more problems. The engine has a lot of inertia for what it is. I don't know if the real thing is like that, but in the video I actually edited the engine to decrease the inertia, and I still had to take longer than the Miramar's 1.6L engine to shift smoothly. With the default inertia, you have to wait over 2 seconds to complete a shift. The gearing seems to long. Once again, I don't know what the real thing was like, but the Miramar with it's 4 speed, was shifting much sooner than me, even though I had a 5-speed. The wing mirrors, as you can see, aren't aimed anywhere useful. Otherwise, it was very pleasant to drive, and keeping up with the Miramar wasn't too hard. It could use grippier tires though, as well as a race gearbox. It also was pretty quiet compared to the Miramar.
Thanks for your feedback! Nice video, seems like it was an even race. 1; Interesting... I think I took the data from another wankel engine mod, adapted the 10A torque curve, which might have something to do with it. Suggestions for inertia values are welcome. 2; I feel the same way, for some reason the site I got the data from just kept the gearing for the L10A's 4 speed and added a 5th gear into it, instead of listing alternative gear ratios. Some custom stuff will be needed I think, for now treat it as a 4 speed. 3; I didn't think you could aim mirrors, so I just didn't notice. It may be due to how it's modeled. Mirrors in BeamNG.drive are useless IMO anyway, but I'll see what I can do. I'll see about adjusting the grip on the stock tires, adjusting engine volume, and some more racing parts.