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Discussion in 'Land' started by mehio, May 16, 2021.
Its already out?
It looks great and it seems to be coming along nicely. I like how even the seatbelts move when you drive it. Only things I noticed is that the turn signal lever seems to be floating along with any non-stock steering wheels. Front license plate also floats. Other than that it seems great.
Its a very nice car but it doesnt have that much steering angle like most muscle cars do. Idk if thats a thing in this car irl but usually they have decent amount of angle where you wont spin out as easily.
Also the headlights and the interior textures arent really that high quality and the mirrors dont work at all. Im sure it must be hard to make a car but im just saying.
Other than that id give the car a solid 8/10! Ive waited for so long to see a car mod like this and its finally here and with good quality too!
With the sport steering wheel and the superchargers, they seem to be missing their mesh. Also when upgrading the engine block it increases the RPM limit but, when you try to rev it you can't get it to the max RPM and just stays at 6,000 RPM. I'd say this is a very good mod and I really enjoyed playing with it on the gridmap drag strip.
You should make sure we can't mix fastback and convertible parts because if we do it deforms like this lol
But seriously, overall a really cool mod, the seatbelts are the coolest thing in it but they should collide with the seats, some Jbeam needs work (for example the whole car is a bit wobbly when the side skirts are equipped) but overall it's better than a lot of other mods, some Moonhawk leftovers should be removed because they don't work, could have universal wheels support and idk why it doesn't (maybe because the front suspension is messed up a bit, has duplicated beams and degenerate L-beams), the frame Jbeam and model are really weird because it kinda acts like 2 separate frames and kinda like a normal frame, skins don't work, etc. But I really like how every small part has its own Jbeam and can fall off and the whole thing somehow behaves stable and realistic with all of this, must have taken quite a bit of work. I really like how it has a working clock in the interior that shows real time, and the turn signals are really cool. The mod file size could be reduced by removing unneeded stuff, it has 2 Microsoft Word docs inside and one of them is corrupted, a save json file that is not needed, some unused images and txt files, and duplicate textures in png, jpg, tga and dds formats. Maybe it could use more configs too. I don't really care that the textures are low quality, I'd give this mod a 9/10, maybe even 9.5 for extra effort in Jbeaming all the small parts that can fall off.
I'm gonna be real here, this is easily one of my favorite mods
Hey, I’m back finally. Gotta say that this mod has to be one of my best released in 2021. There’s effort put into everything and athough the model is from somewhere else, it doesn’t bring down the quality of the mod. There are some improvements that could be made to the poly count of the model however I don’t really notice any other issues
Hi everyone and thank you so much for all the support!
It has come to my attention that a lot of people contacting me had no idea the mod was released. All release and progress information for my mods are on my Youtube channel and instagram page. A thread in the forums tends to be messy and unclear.
Here are the links I hope you can subscribe and follow and maybe let me know what kind of videos you would like to see: behind the scenes, testing, Jbeaming, research etc...!
Now that thats out of the way lets answer some questions and feedback:
I have no idea why it overheats like that. The radiator size, fan engagement, thermostat engagement, coolant capacity and all other cooling system specs are EXACTLY the same as the workshop manual for the 1968 mustang GT500KR. Must be a real life thing with these older cars? They are meant for drag runs and then cool down? Maybe a Jbeam expert can answer this question...
hahaha. Actually if you compress the suspension all the way you dont get clipping as shown in the picture attached. You do get clipping if the suspension is collapsed after some big jumps or bumps. This is normal and is up to BeamNG devs to simulate fender rubbing and such details...
A lot of parts in the parts selector are still there but as a placeholder only. They were not removed because they will be added in a later update.
Superchargers and other performance parts are only there as a placeholder for later updates. They were also used for severe/torture testing of the rest of the drivetrain and chassis such as transmission, driveshaft, rear axle, suspension etc...
Wobbliness is completely normal and is especially visible in slowmotion. Older cars had very bad build quality. There are several articles I read about the build quality of mustangs back in the 60s. NOTE: I noticed that if you turn off collision physics in the game, the wobbliness becomes worse. Collision should be turned on for best results. I could not find a way to fix that Lbeam problem. The suspension works perfectly fine and as expected so im not sure what that error is really. Maybe someone could let me know?
Again thank you all for the feedback and support!
What I meant with the wobbliness is that it becomes way worse when side skirts are equipped, because they have a really weird Jbeam and clip through the whole lower body making it shake. About suspension you might as well remove all the L-beams if it works without them, and fix duplicated beams. And I still don't get why it doesn't support universal wheels.
just got it hoping on to try it
Ill have a look at the sidrskirts jbeam again.
I ddnt add universal tire and wheels system because i wanted to keep everything related to that mod only. Tires and wheels from beamng might not fit right so i disabled them. But they can be added in a future update.
Thanks ill see what i can do about the lbeams.
Broken L-beams that show as errors do nothing, you can delete them safely. Tires and wheels will fit as long as you have set up your suspension properly which it seems that you have.
1st Generation mustangs (1964.5-1973), especially early on (1964.5-1968), were notorious for overheating. The GT500s weren't exclusivly designed for drag racing, it's just that a lot of people used them for it because they were decent at it, even in stock form (Against comparable contemporaries obviously, they're actually kinda sad by today's standards). If you're just cruising or even "spirited driving" you shouldn't have any temp issues, it's mainly idling in city traffic, stop lights, etc. when they had big problems.
Automatics were worse than manuals for this because they used the same size radiator, but the automatic had an oil cooling loop running through the radiator where the manual didn't (It did have the loop, but it just had plugs in the radiator and no hot oil circulating). A common thing to do back then (My dad had several '60s mustangs in college, so I heard from him and his friends, and we still have one now, so I've used this trick) is to "Turn on the heater". Basically, the engine circulates coolant through the heater core in the dash (which is a tiny radiator) all the time, but that tiny radiator can't shed engine heat when the heater is "off" because the air doors are shut. So "turning on" the heater opens those air doors allowing for some extra cooling capacity. He said it was especially a problem during hot, humid weather, right when you don't want to turn on your heater. lol
I can't speak to BeamNGs engine thermals code etc, but having an overheating problem is realistic. Maybe for fun you could add a 1-piece aluminum radiator with unrealistic super cooling capacity in-game, as that's a very common modification to those early mustangs.
Here's a way better review of your mod and BryceSTP's mod.
This video is basically saying why Bryce's mod is bad while barely metioning this one, it's not a review lol
That's because there aren't as many issues with this one compared to the other one. And besides I got another video explaining the features of this mod.
İt is very nice, there is 3 level of supercharger However since we can not import other wheels as draggers in this mode, the car is just spining when we hit the rpm. . Can you make it applicable to other mods at least dragger wheels so we can change the wheels to avoid spining? Thanks
You just bumped a thread that is several months old.
what are we gonna do then?