Megami now works in experimental (it actually drives rather well, ignoring the jittery rear axle and weak struts) The inherent increasing toe out probably does not help either Some changes to the geometry (leveling out the lower arms) should solve the problem it should now have a very slight toe in (which I think is good?) but it will be much easier to adjust now (by raising or lowering the end of the tie rod) I shall jbeam it hopefully tomorrow and see what happens!
so i was messing with some nodes, trying to make something and this happened. im trying to make an airbag. [webm=]http://puu.sh/fkm4t/e0177c9a1e.webm[/webm]
Looks like it really wants to be a drift car! Toe out on the front wheels causes a car to feel unstable at speed and improves turn in response. It also allows a driver to catch and hold a powerslide/drift much more effectively because of the wider angle of the leading wheel. Toe in does the exact opposite. Toe out on the rear isn't desirable as it makes the rear end skittish and shimmy from side to side at speed. Again, conversely for toe in. Production rwd cars generally have no toe on the front and a very, very slight toe in on the rear.
The rack inner pivot should be slightly in (maybe 10mm) and slightly higher (a few mm) than the LCA inner pivot. The tie rod pivot should be slightly in and slightly higher than the LCA outer pivot. If you do it right, there should not be noticeable toe change with suspension travel, and no static toe (unless things are deflecting and not stiff enough). Toe can then be added by changing the precompression value on the tie rod beam to something like 0.998 or 1.002. Also, at factory ride height the LCA should be inclined, this allows some camber gain, and a reasonable roll center. If the arm is flat or inclined up towards the strut, this causes camber loss on compression, and an abnormally low roll center that shoots down through the ground on compression. This is most lowered 86s and such use an aluminum "RCA" block to space the control arm down again after lowering.
Finally finished the engine bay... But what a b*tch to model, there are literally next to no images of an empty engine bay. So this will do
Doesn't she look pretty? Fixed most of the shading errors and proportions...there is still more to do though Edit: Another shot: Did some more polyflow refinements and modeled the sideskirts. Yeah, the panelgaps are too small because it was easier to allign the verts going from panel to panel to get that nice(almost) straight cubemap reflection...I'll fix that soon That aside, only the mirrors, turn signals and doorhandles are missing to complete the model.(I think) (Tiretexture by Mythbuster.)
So I heard that you guys like to go fast .... Might remodel the front part of the chassis (a bit narrow) and make front wheels ( those are not mine) It's not in game yet and those photos are there just to tease you a little
Nadeox, just asking, are you still making that f1 car you started last year?? Would love to see one made by you, youre one of my favourite modders I hope i'd learn model some day too, though
EDIT AGAIN : yay (imported from here) EDIT :Feeling the lag already (imported from here) (imported from here)
This actually looks really friggin good. Might be an option when I finally release the car (don't get your hopes up; I haven't even textured the bloody thing (or turned the suspension into anything more than a really elaborate shitshow)). We'll see how the stock suspension responds to camber first. Not looking good unless I redo the suspension. Again. (imported from here)