Yep, didn't notice. It helps a lot but still, it's kind of unpredictable. Some secret personal tuning helps
Piggybacking off of the video @PolishPetrolhead mentioned above, it would be pretty cool to see a modified Piccolina body or skins fitted onto the Unlimited.
Tbh, the Piccolina Baja is good enough for that, I would much rather want to see the trophy truck mentioned somewhere in this thread
Has anyone had problems with the textures? Mine is purely white, with a touch of no texture orange. How can i fix this?
Can you give me the specific error it's giving you in the console. I just tried removing it from my unpacked files and downloading from the repo and it seems to work.
Having to clear cache every time i install a new mod is really getting ridiculous at this point. It wasn't necessary - simply deleting the mod and redownloading it fixed the problem
First thoughts after update: The handling has improved substantially, the suspension now takes small bumps like a champ, rear outside wheel no longer "jumps around" when drifting. The buggy is noticeably more predictable during slides. One more noteworthy thing is: weight transfers are way more "user friendly" now, thanks to the anti-dive front suspension setup. One problem that persists is the front flip issue, though. Overall, great update. I'll let you know if i find any new issues.
No offence, but I liked the previous version. Not a fan of the new anti-dive system and the predictability introduced with geometry improvements. It feels less nimble and less, you know, deadly. Less deadly = less fun for me. I'm probably going to revert to previous version. Speaking of which, how could I port stronger driveshafts from new version to the previous one? If it's possible of course, not that it bothered me too much but it would be nice to have them there.
Yeah, the front flipping is as I said before a particularly annoying issue. I'll try going to dual spring rates at some point, like on the Hoppler's coilovers, and see if that makes it better. I'll do some more testing on my end, but I'm pretty sure the new dampers with bypasses make a much larger difference in terms of handling. You could try running just the coil-overs and see how that drives. Although I have an issue to fix with the variables for the rear coil-overs, which might have been the cause of Kuszotke issues, if he had an older custom config. The anti-dive geometry is actually pretty minor, and it was to try to help even out the time it took for the suspension to settle from dive to squat and back, since the rear has a bunch of anti-squat that I can't really adjust. In the previous version the thing just dove on it's nose quite a bit under braking, which also wasn't great for bump absorption since you lost a bunch of travel. As for the driveshafts, you can just copy over the differentials jbeam file.
That brutal nose dive is one of my favourite things in the previous version and I don't mind less travel in such situation, that's why I miss it. Also, inner front tire geometry while drifting differs quite a lot compared to the previous version, which leads me to believe that geometry changes are enough to alter the handling.
increasing the wheelbase a bit might help with the unpredictable sliding, it is quite short for a class 1 buggy. and for the next project, I think you should look into ultra 4, the cars they run at king of the hammers.