For some stupid reason I decided to do an LFS car and now I only dream in triangles …
The car I went for is a fictional late 60s style sports prototype, most closely related to the Porsches (particularly the 910/8) but also with influences from Ferraris, Alfas, etc.
I decided to do the mechanical development first so that I could wrap the body around the resulting suspension travel, etc – I think this was the best approach. I already had a 917K schematic I found online and so I measured the geometry from that and scaled it down to ninety percent for this slightly smaller car. Rear suspension has particularly short upper wishbones to fit in with the wide boxer engine and intakes, making for quite high camber gains.
The engine is a water-cooled 2.8 litre flat-8 making 374bhp @ 9300rpm. Weight is currently 644kg which makes for a fun power-to-weight ratio!
Slicks were not available in the 60s so this car has road normal or road super – I think authentic grip would be somewhere between the two.
Aero is very primitive and has a heavy rear bias which leads to aero understeer in the high speed corners if you put both ends on max. Downforce is limited to the extent that top speed is barely affected – think of it more like “aero trim”.
For the body I wanted a starting point as I had zero experience. I found a low-ish poly model "Porsche 910 Bergspyder" on Sketchfab with a CreativeCommons Attribution (BY) license which was close to the idea in my head. The model is by dagtholander so thanks to him, ref https://sketchfab.com/3d-model ... 2ba42477b9e73a4a6895104bc
There were a lot of adjustments needed to shape and proportions and I have made subtle changes all over and created many parts from scratch to hopefully make it distinct enough to be its own car.
I wanted to make more realistic lights because I think this lifts the realism and particularly with the rears you are looking at them a lot (start line, slip stream, braking manoeuvre, etc). I realised that modelling the internal reflector would not add that many triangles and would actually save on textures. Rear reflectors ended-up at 34 triangles and the bulbs are 8 each – I think it works pretty well.
There are still lots of details to improve but I hope to get version 1 uploaded soon!
The car I went for is a fictional late 60s style sports prototype, most closely related to the Porsches (particularly the 910/8) but also with influences from Ferraris, Alfas, etc.
I decided to do the mechanical development first so that I could wrap the body around the resulting suspension travel, etc – I think this was the best approach. I already had a 917K schematic I found online and so I measured the geometry from that and scaled it down to ninety percent for this slightly smaller car. Rear suspension has particularly short upper wishbones to fit in with the wide boxer engine and intakes, making for quite high camber gains.
The engine is a water-cooled 2.8 litre flat-8 making 374bhp @ 9300rpm. Weight is currently 644kg which makes for a fun power-to-weight ratio!
Slicks were not available in the 60s so this car has road normal or road super – I think authentic grip would be somewhere between the two.
Aero is very primitive and has a heavy rear bias which leads to aero understeer in the high speed corners if you put both ends on max. Downforce is limited to the extent that top speed is barely affected – think of it more like “aero trim”.
For the body I wanted a starting point as I had zero experience. I found a low-ish poly model "Porsche 910 Bergspyder" on Sketchfab with a CreativeCommons Attribution (BY) license which was close to the idea in my head. The model is by dagtholander so thanks to him, ref https://sketchfab.com/3d-model ... 2ba42477b9e73a4a6895104bc
There were a lot of adjustments needed to shape and proportions and I have made subtle changes all over and created many parts from scratch to hopefully make it distinct enough to be its own car.
I wanted to make more realistic lights because I think this lifts the realism and particularly with the rears you are looking at them a lot (start line, slip stream, braking manoeuvre, etc). I realised that modelling the internal reflector would not add that many triangles and would actually save on textures. Rear reflectors ended-up at 34 triangles and the bulbs are 8 each – I think it works pretty well.
There are still lots of details to improve but I hope to get version 1 uploaded soon!