Some things should be fixed:
Lada 2105 runs with 1.3l (65hp)
Number of forward gear 4
Reverse gear:3,53
Wheelbase 2,42m
Track/Tread (front) 1365 mm
Track/Tread (rear) 1321 mm
Front Suspension: Independent, (McPherson), coil springs, anti-roll bar
Rear Suspension: De Dion axle, coil springs (Could be represent with trailing arm)
Engine Alignment: Longitudinal / Clockwise
Front passanger seat: Yes
Back seat: Yes
Fuel tank: 39L
Mass frame can be better, because now COG seems to low.
1st gear:3,67
2nd gear:2,10
3rd gear:1,36
4th gear:1,00
Final drive:4,10
Maximum steering lock: ~30deg to make turning circle ~10m
Hi, skorzz!
Your bus shape looks ok already, but imo does not needs that much tris on all these flat surfaces. Maybe that cause errors like thin tris and bad normals.
You can try to keep the good topology by useing minimum amount of tris and the final shape won't be worse. Good luck!
Really good and balanced drift car. Very responsive setup. Overall handling feels nice. I can drive it quite easy and keep full steering lock with no stress.
Dimensions: Thats the first thing thats have to be done before modeling/when loading the background. The blueprint that I found ofc its not so accurate (its from RC car manual or something like that), but measuring do the job. So yeah, wheelbase, wheel track, etc. all they seems to be ok.
Looks like the wheels fits into body and I hope wont be necessary to make wider fenders. (235/40R17-9.00J front, 265/35R18-9.50J rear)
Physics: Currently the curb weight is ~1220kg (close to stock), but Ill reduce it to about 1100kg. because its mostly a drift car. It haves macpherson F/R
Ill build and adjust mass frame, object positions and better suspension geometry later.
Engine: My first though was to put a crossplane V8 (yeah..what a sound) into it because the stock engine is well know how fragile it is.
But we dont have that feature (to overheat and melt engines) yet in LFS yet so I will keep it 13B-Turbo with bigger tubro boost to get~400hp.
Engine sound: I have no idea how to adjust/make it realistic, so when the car is at final stage help would be much appreciated.
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Now Im builing parts and making different configurations
On yellow one have to build vents on the hood.
On blue one to build different rims and different exhaust.
On gray-ish one (drift missile style) build different rims, rear bash bumper and 13B-T engine with crossbar mesh and texture.
After all this I will take care on lights and so on.
In addition to this post Im attaching more screens from progress:
As is recommended Im posting this thread although Im not sure when I will be able to finish this mod.
Last days Im working on Mazda RX-7 FC Turbo II made mostly for drift.
Im trying to keep it low poly but decent looking
-Stock(ish) body
-BN Sports type II bodykit (replica)
-Work Emotion CR Kiwami rims (replica)
good luck with your project
but i have a tip for you
leave the suspension work for the end
because i guess you have to adjsut the mass frame (curb/total weight) and object position (driver, seats, battery, engine etc.)
all these will affect the car handling and you will have to re-work the supension again
- body mesh
(better topology, smoother parts, fixed groups and etc.) skin mappings are still the same to prevent messing up with already made and existing skins.
- builded new fender flares
I understand the issues that unnecessary complicated (with excessive tris), poorly made LOD2 cause to mod players.
Since I get the point of what LOD2 exactly do, although it takes time I'm trying to build it properly.
I believe 80-90% of mods can fit to 1k or 2k tris on LOD2.
But I can agree with @Drifteris
My PC specs are pretty outdated and I don't have much FPS (~50-60) on multiplayer on Rockingham for example.
But still.. I think that 8k tris limit for LOD2 it's OK and gives freedom to mod creators.
I think current 8k limit can be useful for vehicles those have extras like: roofrack, pushbar, lightbar, spoilers, driver shape for bikes and so on.. They are like outside of the car body shape and have to be visible from distance and create a proper shadow.
Maybe i'ts more up to mod reviewers to require sensible mod build from creators and better standards before pulishing it as I notice they do in last days.
Mods can be updated after they are published and approved. I had seen on custom access mod real life logos added after publishing. All kind of stuff can be messed.
Idea to add something like 'Report mod issue' button in forum, side of comments, where forum users can (anonymously for other users) report serious problem with the corresponding mod. For example: ''Undriveable on wheel'' or ''This car have no shadow''.
Mod reviewers can see these reports and are they relevant and moved to 'Changes required' if is needed.
Hi LV!
Im working on it last two days. On my version: Fixed the caster and front suspension geometry they are as stock UF1. Frame is adjusted, total mass (~850kg), the engine replicated from mr. Bean's Mini - 66hp still(80hp/ton).. Center of gravity is about the same now tho.
Still to do: Body improving, to make it skinable and
I will update it tomorrow I think.
That is a great idea! Would be cool if is added on next updates!
Would fit perfectly on my F150 pickups mods.
To not be confusing,
I think that function should be able to be used with another special mapping name.