Also on the front axle there is a fairly large negative camber angle in the cruise setting, Which I made according to the measurements I found. And it is even larger for the race setting. Which also visually affects the wheel arch.
About the bumper, its hard to say exactly why this happens, but the shading algorithm is clearly involved. There shouldn't be any problems in the mesh itself. Regarding the space on the rear bumper, I suspect a strange operation of the normals. And of course it is quite problematic that LFS does not support custom normals because the shading algorithm always sets its own direction of normals. And it doesn't always look good. And I don't know how to deal with it. In blender the shading looks different than in LFS Editor, and in LFS game it is even more different. I gave examples of pictures and there is no such problems.
About the mirror mount, it apparently happens when the meshes are too close to each other, I'll try to fix it in the next version.
- There is 1515mm front track width and 1532 rear track width for 2016 Porsche 718 Cayman which I sized up when make the suspension, but I'm not sure what dimensions I found when making the model.
- Got it
-- Yes, I know, a lot has not been done yet, the dashboard will also change, just first vers in wip.
Continuing in that vein I started making a GT4 version of a made Ford Mustang.
And you could say I'm almost done with the interior and exterior of GT4. The only thing left to do is to make the rims for both Mustang versions and do some finishing touches.
Some things were exported from my other projects and edited to fit right look:
Driver seat, hoodlocks\trunklocks, digital daschboard from N.400S GT4, Steering wheel, Roll cage from Porsche cayman GT4.
It would be nice if replies went to the notification bell. Sometimes you forget to check your subscriptions if someone answered you, but the bell is always visible, and that's what modern websites do.
A person uses a derogatory term for another nation and it is ignored. The same person criticizes the game development (as I have time to notice, the comments were deleted, maybe I am wrong) and the person is banned from the forum.
As an absolutist of freedom of speech, I myself am against banning a person for any of this. But it is not me who decides here, but you, and you have the right to decide what to ban people for on your forum. But imho if it is possible to find consistency in this and not ban people for both the former and the latter, that would be a good thing.
I absolutely agree with you, LFS is a great car raсing simulator, and it's good that the developers still support it, this allows the game to survive until now. I agree with you that the main thing that is missing now is a Track Editor. In my list it is also top priority, graphics and physics in second place (with the update we've all been waiting for), weather changes in third.
And Scawen once said he was planning to introduce a Track Editor. In my opinion it would be reasonable to do it after the main update with graphics and physics. But even if it does happen, who knows how many years it will take.
I just realized that I like modeling more than doing stuff in LFS Editor. And where I model there is no internet, so it is quite an issue to use it, but at home I spend some time on the LFS Editor. But Editor progress is going slower than modeling.
I had some free time at work and I took advantage of it so I chose the Mustang to make not only because it was in second place in the voting, and because in addition to the GT4 version it would be possible to make a drift version.
Those who subscribe to my channel may have noticed that I've been modelling it for 3 days now.
But I wouldn't separate what is needed for what, I would like to be able to use any triggers for any animations.
In addition to this. It would be nice to have triggers from g-forces, and from direction of travel and speed, so that you can make air brakes for nascar cars.
For animations it is necessary to make repeaters that would repeat the animation, which would create vibrations and swaying. It would also be good if the frequency and amplitude of vibrations and swaying could depend on specific values of the axes. That the vibrations and swaying would become more intense when it is necessary.
It would also be nice to have animated collisions. Even if it will have to be done by separate objects (because in the original objects too many polygons to handle) otherwise even if now we can do opening doors and other things it does not affect the environment. And people can just drive through these objects.
But imho now the most important thing is to finish the main update with graphics and physics that everyone is waiting for (and Track Editor that many people are also waiting for😃). And not to focus on the various innovations for a handful of people.