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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Progress: working on interior + minor optimization. Added numberplates.

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Progress: filled interior holes. Started working on a dashboard. Added sunshield and minor details.

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Progress: created gearbox, cage and minor details. Basic interior shape is done and Blender work is almost done (missing clocks, mirrors and suspension parts).

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Progress: created mirrors, dashboard, LOD2 and LOD3. Minor shading fixes. Started with mappings.

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Progress: added steering wheel and animation, suspension parts, front disc brakes (rear are hidden inside of the axle IRL), reworked wheels and created a skin support. The 3D model is done, now it is time for mappings, textures and shading effects.

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Progress: created mappings and started working on materials and textures. Textured chassis and interior cloths (except seats). Started with dashboard. Created an aluminium middle panel from a tweaked chrome material.

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That sure is a pretty kitty! Thumbs up

I have only just noticed your suspension diagram - that front looks too high IMHO.

You may have already found these but ...

Discussion on roll centres

Discussion on height

The diagrams in the first link look good for scaling lengths and inclinations but it looks like you have already done that.

The second link is more relevant because it shows a setting height that you could use in LFS editor but adjusting the vertical position of the inner pivot. That should give you the correct angle for the lower wishbone (providing the tyre height is correct Smile).

Just some thoughts.
Quote from teeembo :
I have only just noticed your suspension diagram - that front looks too high IMHO.

Thanks for the suspension diagram cross-check and for valuable resources Smile (the current diagram is made according to the first link, but the second link is new to me). Yes you are right, those front pivots are too high. I ran into the same issue as you had with your F67L mod. The "half upright length" is too limiting in the current LFS Editor and it does not allow precise IRL pivot positions. Therefore, I intentionally moved pivots to reproduce the same camber changes during compression as the original suspension. It might not be optimal and will try to rework it together with springing and damping forces after I finish the graphics. The main problem of the current solution is that force-feedback kicks hard during braking. Otherwise, the car is well balanced Smile

Progress: added light and seat textures.
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Progress: finished dashboard, added ambient occlusion, optimized glass and chrome materials, textured tailpipes and steering wheel and added a "fancy logo" Big grin The graphics is done, now it is time for testing, final physics adjustments and some additional skins. Tested a new method to create headlights using a tweaked chrome material with tweaked normal vectors to prevent excessive dim caused by two glass layers while keeping look of a parabola with environment mapping.

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FGED GREDG RDFGDR GSFDG