The online racing simulator
toyota gt86
progress
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Drooling over this.. Can't wait!
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Smile Another great project off to a good start.
Will we have the illustrious privilege of having a GT86 CS-CUP version and/or a GT86 CS-V3? Tilt

Anyway, great job Houssem, once again. Thumbs up
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Looking very nice so far, do you plan to make it private or public? Smile
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dahs recreated from blueprint
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I work a lot in blender and this is a good topology for such a number of polys. Great work! I hope this mod will be public!
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i would love to build a premium drift version of this car Big grin it looks awesome! i would like to be this talent at blender Big grin
#13 - cuni
Such a joy to drive !
I love this mod and e30 Smile
update and fixing the mod to bring it back to life.....
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The mod only is private ? Smile
Quote from moham3e30 :The mod only is private ? Smile

Mod is not private, it is unpublished, it is currently not online because of the recent modding rules (Rims triangle limit and LOD2 etc.)
its back Heart Smile
Approved ! So nice, you now have a free slot for another masterpiece Smile
DAANG I LOVE THIS!!! Great mod man
Yo, btw Just wanted to add here this is one of the best quality mods on lfs man keep up the great work. Hope we get to see a modified one at some point <33
I noticed this car has aero drag of 506N @ 40m/s which results of theoretical top speed of 267km/h (speed without taking tyre roll resistance into account),which is way too high for car with just over 200hp. Data sheets in internet talk about top speed of ~235km/h for the real car,so I would suggest increase aero drag until it's around 240km/h in downforce menu to make it more realistic.
Quote from Eclipsed :I noticed this car has aero drag of 506N @ 40m/s which results of theoretical...

we know irl this car has :
Drag coefficient Cd claimed: 0.27
Frontal area A estimated: 1.94 m²
rear factory wing there are not so much to generate downforce as rather to prevent lift and to not cause lot of drag, and so choose not to use downforce at all, it does the job similar to XRT rear wing/spoiler.
with a simple calculation its possible to get correct results it may not fit perfect in lfs but its irl values.
Fd= cd(1/2(p x v(m/s)² x A

cd = 0.27
p=1.204 by (default natural temp)
v(m/s)= speed witch is optional (i usually use 27.8 cuz it equal 100km) but we can use 40m/ for this example
A= 1.94

knowing all info needed the rest is simple :
fd= 0.27(0.5(1.204 x 40²)1.94
fd=504.52 (N) > my mod has 506 cuz i calculate using 27.8 = 100km but nearly same result.
to get this value in editor i set body drag to 0.316 N @ 1 m/s and double value for side drag as default lfs cars do.
body lift kept it at 0.

what your saying could be right but when i increase aero drag until it's around 240km/h the body drag got 0.433 N @ 1 m/s and has aero drag of 693N @ 40m/s and thats huge and effect acceleration of car making it slower then what it should be.
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Quote from HOUSSEM.221B :we know irl this car has ...

This, i had to calculate the drag for a vehicle once and i used this method of calculation to determine the N required for the drag.

I wish the editor could "auto calculate" drag based on surface area and coefficient
It's nice you're going the scientific way with all the calculations and I'm not gonna check them because mathematics in such degree is not my strong point,however the result is this (stock setup,with some tweaks could go few km/h more):



That's speed a 200hp road car with full body could reach only with 100km/h+ tailwind or when thrown off plane. Shrug

Not sure how good are the calculations in this field by LFS code,but seems currently best way to be closer to realism is to "cut some corners" and go for some golden middle road that results closer to real life performance.
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toyota gt86
(27 posts, started )
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