I took 2 1/2 years of German. I'll spend the next few hours thinking about it. But now that I think about it, I was never that fluent
Well, I know those are human names. I was thinking something which has a double meaning like "Flügel." EDIT: It means "wing" in english, so it would mean that is has a huge wing and can really fly.
I made it look like a car. I also tried to make it less Porsche 959-esque as I don't want it becoming a blatant copy, especially with the flat-6 and 4WD as well as the old side vent. As for a name, I like SX. Maybe SX2800 ttSport+
Hm, I might have two versions. I was thinking of a BMW 850 and Porsche 959 mashup with the front bmw and rear porsche. I would, of course make sure to modify both of them to fit together.
In theory it sounds like a good idea, but I'd still modify a lot to make it an original car. Slapping two cars together and calling it a day really doesn't work well, I can assure you that. Making it something that seems realistic and something that could exist in the BeamNG universe in y opinion is the way to a good original mod based on a BeamNG company.
The thing is, I don't have that much practice working with scratch meshes with no references, and I would rather make a copy than an ugly car to be honest. Maybe that's not the best policy, but it's how I feel right now.
How about instead of mixing a BMW with a Porsche, using design influences from different Porsches? For example the shape of the 959 with the rear end of a 911 long tail and pop up headlights (Normal ones or those of the 928) to make it a bit more unique but still Porsche all the way. And a 100% copy is okay as long as you don't put actual Porsche badges on it i believe.
Yeah that's a good idea. I think instead of blending different cars it's about blending different components.
Alright, I've made enough progress to post up another nightly build- or in my case, morningly It's got triangles, bumpers, even a proper engine tune now! Enjoy, -Ky To Do List: To Do List.
It also may be worth looking into playing around with some beam damp values where the front control arms attach to the car. There is a massive amount of deflection coming from the chassis at that point. Update looks solid!
In your etksx_body.jbeam your f11 nodes have duplicates. code: //Rear Frame ["f9r", -0.5421529, 0.9261415, 0.3708388], {"nodeWeight":7}, ["f9", 0.0, 0.9261415, 0.3708388], {"nodeWeight":4}, ["f9l", 0.5421529, 0.9261415, 0.3708388], ["f10r", -0.5336171, 1.355204, 0.5373561], ["f10", 0.0, 1.1344966, 0.5373561], ["f10l", 0.5336171, 1.355204, 0.5373561], ["f11r", -0.5336171, 1.7183419, 0.5833529], ["f11l", 0.5336171, 1.7183419, 0.5833529], ["f11r", -0.5336171, 1.9238565, 0.5146064], ["f11", 0.0, 1.9238565, 0.5146064], ["f11l", 0.5336171, 1.9238565, 0.5146064], ["f12r", -0.500383, 1.3344873, 0.8470597], ["f12", 0.0, 1.3796651, 0.8772959], ["f12l", 0.500383, 1.3344873, 0.8470597],
So my computer froze, leaving me with just a blend backup. Then I accidentally overwrote the backup with the triangulated and applied dae. Bottom line is there is no source for the mesh anymore I would have uploaded it for easier modification, but that's just how things go when your computer is 4 years old
Alright everyone, Here's the alpha release And a shortish to do list To Do: Physics: Improve Deformation Realism Prevent Hood Sagging Stabilize Side Wall Deformation Improve Hood Hinge Stability Tuning: Front Suspension Wobble Stabilize Steering Inversion Balance Weight Distribution Stiffen Suspension Adjust Progressive Shocks Rendering: Fix Paint Reflections Finish Interior Map Glowmaps and Materials Make Lights 3D Fix Missing Meshes Add Broken Glass Textures Misc: Custom Wheels Create Preview Images Rally Livery Rally Config R Config Default Config
if you mean why is there no saloon, its probably because the Porsche saloons are always based on a different chassis to there smaller 2 door sports cars, so if the author was going to make a saloon he would make it a separate mod.