The online racing simulator
Spottedkitten Coupe
I know, that I said, that my last mod is my last mod ever, but I have accidentally found out, that my favorite sportscar:
  1. has an almost fully supported physics in the current LFS version
  2. can be easily created using an extremely low poly basemesh with Catmull-Clark subdivision algorithm
So it looks like I am going to spend another few hours in the editor with this little British classic.

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Progress: finished basemesh and applied subdivision. Started to cutting parts and optimize topology. Blueprints are combined from Heller manuals and contemporary Jaguar advertisements.
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Can't wait for the extended version from Le petit baigneur Big grin

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Quote from Flame CZE :Can't wait for the extended version from Le petit baigneur Big grin

Oh, I have completely forgotten this version! Thanks, now I have to rewatch all those Funès movies Rofl

Progress: cutting the doors and panels.
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Quote from stuchlo :Oh, I have completely forgotten this version! Thanks, now I have to rewatch all...

Perfect mod for the current times considering what Jaaaag's marketing team are up to Thumbs up

Why will this be your last mod?
looks perfect Smile
Thanks for support Smile

Quote from LE_TANCKER :Why will this be your last mod?

Currently, almost all my favorite cars, which can be simulated in the LFS are done already so I do not need more Smile
Moreover, with each mod my personal demand for mod quality grew. A quality mod needs a lot of time and I soon started to focus on a quality result instead of having fun from the creative process. High quality mods are cool and I enjoy driving them, but the modding itself soon became frustrating, because I am an impatient person Big grin

Despite that I started this Jag, because I wanted to learn a different workflow. Instead of adding triangles, I decided to try an inverted approach. It is an old car and it has reasonably simple wheel alignment and interior, so it is much easier to recreate than the Kit Car. Workflow is so different from my previous mods, that I enjoy the process again.

Progress: created chassis and lamps.
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Progress: Created physics and started with interior modelling. Created accurate suspension according to technical blueprints and wheel alignment according to a manual. The rear axle needed little tweaking, because upper arm is identical to driveshaft which is not supported in the LFS Editor. Despite that, camber changes during suspension travel should be accurate. Defined aerodynamic drag and lift of the body.

Did a little driving test and I am quite amazed, how fast this thing was. Despite strong aerodynamic lift and skinny tires, handling is much better then I expected. The only thing which I do not like is geometry of the front axle. The scrub radius is huuuge and causes hard force feedback kicks during sharp braking. Did some research about this issue and found out, that IRL exist modern third party front axles with better values. However, I would like to keep it historically accurate and will try to reduce it using proper damping forces. For players who will like to try versions more suitable for racing, derivatives will be allowed.

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#9 - AR92
Heart another british classic hell yeah Heart
Thanks for support Smile

Progress: working on interior, created seats and minor topology optimization. Found a better source of technical specification and fixed physics according to it. Handling is better, but braking kicks still.

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FGED GREDG RDFGDR GSFDG