It doesn't work like this for textures, you either happen to have a friend who is good at it and will do it for you or you need to take years to learn how to do it. I would know how to put it in game, but I would have no idea how to make it look decent.
Exactly. Modelling is relatively easy and tbh, quite mathematical in nature, so pretty enjoyable. JBEAM-ing is also enjoyable, cuz it's just more math and calculations mostly. But texturing? That's some dark magic and hit'n'miss the way it seems to me.
Just out of curiosity, what kinds of calculations you do for Jbeam? I always do it by trial and error, are there any special formulas you use?
For engine I devise a torque curve with some parameters and export it to a text file which then I copy over in the appropriate section. For suspension, parameters like camber, caster, toe are adjusted from precise formulas (using Euclidian distance and trig functions), I still have to do it for S1203, but for my Model T, here's the chunk of the jbeam This way, whatever you see in the tuning section says e.g. camber, in degrees and is exact.
Wow. I'm amazed. I wouldn't have the patience to make and test all of this. This is incredible, way better than what the devs do.
Also probably too much and useless, since everyone basically just eyeballs it It's just, when you eyeball it, the precompression will cause a slight stress in the suspension, because a circle sector deviates from the triangle...and there's several beams involved in the wheel hub, so every deviation causes various stresses (very small tho), and I didn't want that stress to be there. Also, it's super super satisfying to set up camber and toe exactly at some angle and seeing it work, rather than % (which doesn't mean anything anyway, it's just "this is how much slack the mod creator was comfortable with")
I think they're aware that the jbeam can actually understand trig functions and square roots and whatnot (they mention it in the documentation, that variables can be used in combination with various functions), it's just it probably isn't necessary...and since the deviation angles are so small (usually within 5 degrees and that's probably too much anyway, who wants a 5 degree camber...hm, actually...I can maybe think of ppl who would like to have large negative camber ), the discrepancies between the "ideal" lenghts of each beam are miniscule, ideally, without using any functions, you can do a linear fit (this is not how they do it, I'm sure they eyeball it) so the second-order correction is your error, so like...3% AT WORST if I estimated it correctly. So they'd look at that horrible salad of a jbeam and probably say "nah, not worth it" but I still like playing with it and tweaking it
You can see those rear lights here They appear to be the same lights as used on the standard 1201 that was build at that time (1956)
I believe that the red and white prototype should have these taillights: Here is the same car, but in green and white: And here is the rear: I also found another prototype:
I'm always happy to help I don't even want to know how that first prototype handled, it apparently had a very overloaded front axle, that’s why on later prototypes they moved then engine back a bit. Here you can see just how much forward the engine was. Here is the engine with the cover on. Also, look at that heater, just jammed between the dashboard and the radiator You'd be lucky if you felt any heat at all coming from that thing in the winter! --- Post updated --- Just the idea of that 45 HP engine struggling uphill with something like a 60s 3-speed auto, makes me laugh every time.
Reminds me of when my dad was driving my cousins turbo charged w201 uphill on the mountains. both of the turbo were blown so the car was so slow uphill felt like there was an elephant ontop of us. Which is why we should have a configuration that has an engine with a blown turbo charger. That would be funny and cool
That's so funny! And S1203 is naturally simulating a power and handling of an elephant. That van is very naturally oversized, horrible aerodynamics, tall, wonky and underpowered
I cant wait to drift that thing and try not to flip drifting XD I really wonder what went through their minds when they created this masterpiece.
From what I've gathered over the years (this may not be all correct) it seems that the reason alot of eastern bloc cars are slow, is because when all the buildings were made, most essential things were in reasonable walking distance since cars were no where near as common as they are now (due to price and waiting list, most eastern bloc cars were made in 1 factory, like moskvich was made in moscow, ural made in ural factory), so speed wasn't too necessary.
Oh! I put in LSD and even tried a welded diff, but it never flips...those tires had pretty low friction coefficient I assume, so drifting it probably doesn't flip it, if you don't hit a rock or curb, or a slope... --- Post updated --- Actually, a lot of essential businesses are within walking distance in my home city. I'm so frustrated that here where I live (FLA), people rarely walk and drivers are very ignorant of pedestrians and rude to them being aware, considerate and sensible to pedestrians is I think part of a good driving culture...