Back in the 1930s in the midst of the great depression, a now defunct WW2 British automotive engineering firm "Thomson & Taylor" made a racecar with D. Napier & Son's famous 24L W12 engine This car was bodged together for high speed racing on Brooklands in the UK. The transmission was too weak, so they could never fully push it in first or second gear (you can experience this if you use the realistic version). It also didn't come with reverse, or brakes.... but what would you want them for anyway? Top speed is the name of the game Later there was a driveshaft brake added, then these disk brakes that I've put on for you (unless you use the realistic version). It's steering is set up realistically, if you see in the image below, this is where the steering mechanism starts. As a result it handles like garbage... like the real thing would all in all, this is for fun, I'm not good at modelling, and most of the jbeam was started over a year ago, and I've just lost track of how to make this perfect... So if you want to take this mod and improve it and repost it somewhere, feel free, please just link my youtube channel as credit, but do not resell any of my work. If you make a video with this, please @fillman86 me in the description, I'll get a notification, and I'd love to see it being used in videos!- update v1.1 - made the body, chassis rails, and wheels paintable set default paint colours lowered the volume and fiddled with a bit changed torque reactor nodes made it less bouncy edited front springs to look "less" inverted offset steering to the right by default (tuneable) changed description of realistic vehicles to say they need analogue inputs fixed front nose mesh clipping update v1.2 - created a bunch of better materials so it looks less perfect/uniform small model tweaks updated a bunch of UV unwraps put the windshield on
because that's the colour of the rails irl. I probably should have make them colourable, and I may update it one day, for now though I'll let you mod it (just don't resell any of my work)
I didn't have a great experience with this vehicle. Shaky camera and body, when it spawns and when we drive it bounces too much which prevents me from being able to pilot it well. Cheap 3D model in my opinion, the pedals look like a toy. The bodywork is too shiny? I think there are too many reflections I think. The sound is quite electronic, in addition to being so saturated that we no longer hear any other sound, the menu no longer makes a sound, we do not hear the vehicle skidding, which in fact always happens since the vehicle bounces without ceases. The "Realistic" versions break the gearbox when you shift into first gear, even the Arcade mode can't shift them without breaking the gearbox. I think this mod should be improved, the game lacks old cars in BeamNG so it would have been cool to have an old sports car that was at least fun to drive.
nope, hand made by myself. I do touch on that in the description that I'm not the best modeller, and if you bring the model into blender, you'll see that it's not actually that great
okay I've had a look into it, something I'll look at changing but not others. I don't know how to fix the camera shake tbh, it's just beyond my skills the bounciness is how these cars were with friction dampers because tracks back in the day were extremely bumpy. Below is an image of it at basically the only track it ever raced on, catching a lot of air it was only ever meant for banked oval racing too (at Brooklands) As for the pedals etc, my polycount was getting quite huge on the body and all fixtures (like that damned hood having over 6000 alone), so I kept many low importance things low, like the pedals (I'm also missing shifters, and fuel/oil level sticks). Though I may look into making a normal map to give them texture... if I can figure out how to do it (I suck at materials) The car has been through many iterations, with various levels of shininess, so I just picked a very shiny version, and left the rest up to people to change it in the tuning menu if you wanted. If I can figure out materials better, I may make the material a little bit smoky, but it'll still be very shiny like the real car for the volume the car irl is catastrophically loud... but I do think I may have had my speakers set low when I set it lol, so that I will fix. I will point out though that it's meant to be so loud that it shakes the earth for quite a radius The sound itself though is from the first version of engine sim, I'm no sound engineer, in fact I'm quite bad at audio, so if you (or anyone) wants to take a crack at it, give me your samples as for the realistic version, you do need analogue inputs. I will put that in the description section next time. The idea is that you can't have too much power going through it. It's meant to be hard to use, that's the idea thanks for the feedback, I'm not going to work on this right away, but probably will come back to this in the next few months, and implement the changes stated above, and a bit more
Very nice seeing a prewar car in Beam, I just wish this thing could actually get traction in literally any gear and not pull to the left all the time. Plus the engine sounds nothing like the real thing
The gain values for volume in the engine jbeam are higher than I've ever seen in any mod before, my man. That'll do it! Trying it out now with a wheel, will report back.
im def happy that i can crush the car that beat my friggin rimac nevera in forza, causing many ragequits
I enjoyed it immensely. Some things I noticed: Reducing any of the engine volume values that are in the 80s (woah dude) to 10% of their value, and the main gains to under 10db, it is more tolerable but probably doesn't sound the way you waned. Increasing the traction traction values of any of the non-slick tires by 0.1 (so i think .8 and .9 respectively) made them more usable, but again this is not how you intended the vehicle to handle. This was just in experimentation and obviously more grip makes the car handle better, that's only logical. I introduced a 1:1 (direct) rear final drive, and enjoyed having that extra gearing quite a bit on long straight roads. Clearly you provided the included rear end values for a reason, so again that is just preference. Frame clips through lower part of nose very slightly when spawned in due to how the beam structure sags a little. The thing s immensely stronk. Thanks for the fun.
you can re-download this now from the original post update v1.1 - made the body, chassis rails, and wheels paintable set default paint colours lowered the volume and fiddled with a bit changed torque reactor nodes made it less bouncy edited front springs to look "less" inverted offset steering to the right by default (tuneable) changed description of realistic vehicles to say they need analogue inputs fixed front node mesh clipping