Released Ford Mustang S550 (2015-present)

Discussion in 'Land' started by Tsutarja495, May 19, 2018.

  1. masonstout2629

    masonstout2629
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    alot of bumpers and things never lined up look for your self
    --- Post updated ---
    and i also fixed the rear axle breaking at high speed on some models
     
  2. dumpling

    dumpling
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    Aright cool
     
  3. Dabl

    Dabl
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    could windows 7 cause painting issue for recent version?
     
  4. S.Ali.M

    S.Ali.M
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    Most probably yes
     
  5. Palkia88

    Palkia88
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    Can anyone help? The colors stopped working for me on this and it's stuck with grey paint. I tried clearing cache and even uninstalled and reinstalled the game and it didn't work. At first I installed an older version of this and made two configs then I downloaded the new version and removed the old, now the colors are broken.
     
  6. ThatCarGuyDownTheStreet

    ThatCarGuyDownTheStreet
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    Delete all traces of this mod, reinstall baary's newest version, and follow his instructions in his post here:

     
  7. Dabl

    Dabl
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    try to check temp folder too, thats how i fixed my issue with paints
     
  8. Streetbunny247

    Streetbunny247
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    First off, I wanted to say you've done an amazing job with this mod! I love being able to make my own unique Mustang in BeamNG.drive, even if it's the literal embodiment of a parts-bin special (2018+ facelift with GT engine/badges/10-speed Auto, Mach 1 front bumper, and GT500 rear diffuser/exhaust tips). I just had a few questions.

    1. In relation to what I quoted, I think Gran Turismo Sport or Assetto Corsa would have the best engine sounds for the 2015-2017 S550. Whereas for the facelift, hopefully Forza Horizon 5 or Gran Turismo 7 can deliver on those fronts when they come out?

    2. Aesthetics-wise, are there any possibilities for global-spec facelift headlights (no orange reflectors), Mach 1 or standard facelift EcoBoost/GT decklid spoilers, facelift GT Performance Pack Level 2 lip spoilers, or optional interior colors? (Just throwing some ideas out there for future content if you're ever interested in expanding the content for this mod. By no means are you ever obligated to work on these!)

    3. Someone mentioned an AWD setup being exclusive to the V6 of this mod currently. I'll have to check that out soon, but I'd love to see that transfer case on at least the GT models, just as an alternate "What If?" build possibility. Then again, using the Mach 1 as a base, it's one of the most planted, easy-to-drive RWD vehicles on BeamNG I've ever experienced. (EDIT: No AWD transfer case on the V6. My stance still stands, I'd love to see an AWD option for this Mustang mod.)

    Thanks again for updating this mod for anyone who wanted it, myself especially included among that group!
     
    #968 Streetbunny247, Oct 16, 2021
    Last edited: Oct 16, 2021
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  9. alexandru575

    alexandru575
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    My only criticism is that the engines have too little power, the Ecoboost only makes 200HP, when irl afaik they make 260 (despite having a claimed 300), this is just one example though.

    Also the Highland green looks nothing like highland green

    great mod otherwise though.
     
  10. Agent_Y

    Agent_Y
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    Do they really make too little power? The car is already ridiculously fast, wheelspins like crazy and goes 350 km/h, is it really EVEN MORE powerful irl?
     
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  11. alexandru575

    alexandru575
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    By engines I meant the Ecoboost and V6, Ecoboost has 200HP and the V6 has 270, both IRL have over 300 claimed.
     
  12. idonthaveaname

    idonthaveaname
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    Where can I download the mod? It looks great and I really wanna try playing with it and crashing
     
  13. S.Ali.M

    S.Ali.M
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    At the first page click at giant DOWNLOAD HERE button at the top
     
  14. idonthaveaname

    idonthaveaname
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    I did, thats how i got to this page, but I don't see any download buttons here
     
  15. ThatCarGuyDownTheStreet

    ThatCarGuyDownTheStreet
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  16. idonthaveaname

    idonthaveaname
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  17. baarry5444

    baarry5444
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    For those of you who are wondering if any more updates will be released, they will still be as much as I can maintain the S550 mod. However, do keep in mind that it all depends on how busy my personal life is at the moment. I haven't been able to do much on the mod for a few months now, though the next update will most likely arrive before version 0.24 is expected to be released by the end of the year.

    With that said, here are my responses to some of the more recent comments:
    Sorry for the late reply, but so far, I haven't had any issues with the rear axles breaking, at least on my end. Mind clarifying this? Same goes for the engine sounds you have claimed to tweak.

    Also, in regards to certain materials not being adapted to PBR, that is because the majority of the materials remain using .cs, a format that isn't as flexible as .json. Only the paint materials are adapted to PBR at this time; meanwhile, I have been working on converting the rest of the .cs materials to .json. When that part is complete, I can expect more materials to be adapted to PBR much more easily.

    I'm glad that you're enjoying the mod in its current state :)

    To answer question 1, yes, I've considered other games like Gran Turismo Sport and Assetto Corsa for the S550 V8 engine sounds, given that the sound samples in Forza Motorsport 7 don't exactly match up to the ones I've heard in real life. However, I am unsure if there are any methods to extract sounds from the former, because I haven't been able to locate the soundbanks (or whatever compressed file format Polyphony Digital uses to store their sounds) and its corresponding extraction utility. The latter can be done though, given that I have a copy of the Ultimate Edition on PC and the fact that AC uses FMOD for soundbanks. Nevertheless, in light of the recent announcement for Forza Horizon 5, I might wait until that game is released next month since Playground Games have claimed to make vehicle sounds even better with the behind-the-scenes videos they have released so far. And then I'll decide what to do after that.

    For question 2, I am aware of the fact that not all parts for the real-world vehicle are also available in the BeamNG mod, mainly because either no such models exist on the internet or they do exist in certain games but are otherwise unobtainable. These include, but not limited to, wheel designs, certain spoilers, and some Performance Pack aesthetics. In spite of this fact, I may consider making all of the missing parts from scratch, though I will have to polish up my modeling skills before attempting that. They will be part of the various bits and pieces that I will try to add in the future (as well as recently revealed special editions like the Ice White Appearance Package and the California Special Package by the way).

    Finally, for question 3, no AWD is available at the moment, but a concession has been made in conjunction with the Hoonicorn RTR Mustang. If all goes well, then those will be included in the next update.

    Yes, I am aware that the EcoBoost and Cyclone engines are not making the correct output as they should be IRL. They will be adjusted to closely match those figures.

    As for the Dark Highland Green paint, I will admit that it is more of a teal color rather than the dark green it should be. Again, the RGB values will be edited to rectify that.

    As always, thanks for your constructive feedbacks y'all ;)
     
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  18. Xupaun

    Xupaun
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    Is it possible tot make the automatic shifter separated from the shifter base, so you can make it animated? It's not a good look to have the shifter constantly on N whatever gear you are.
     
  19. instinctivebread

    instinctivebread
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    woah, the mod is sick! thanks for this awesome mod
    --- Post updated ---
    i wish this bmw mod existed as a public mod
     
  20. FRSBR4

    FRSBR4
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    didnt the person who was making the mod make a thread of it? wasnt it called olympia or something?
     
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