@Emery empty objects, and lights object contraint, of course they can be turned off
It is just around the corner.
With many improvements:
- THANKS
@redapg for working well configured wipers together with windshields;
- THANKS
@hitm4k3r for many nice colors, and veh files and icons altogether;
- improved interior modeling and texturing, shading;
- improved various materials to pbr shading;
- added suspension low poly elements, barely visible;
- changed default engine to weakest one (175hp);
- changed default steering to "quick";
- increased default caster and increased maximum possible caster;
- reduced unsprung masses;
- slight lodding distances improvements;
- rearranged and improved mirrors;
- new tires (experimental, still many hours to test);
- overheating warning light working, thanks, Chris;
- wider graphical wheels + fuchs, goes together with wider tires upgrade option;
- reduced graphical offset of narrow wheels set in cockpit.ini(widened), affects physics;
- fixed small error in BodyIsoBallJoint (chassis stuff);
- added few custom final gear ratios;
- added upgrades, engines, tires, aerodynamics.
Maybe little bit more will be done before I update, or after update.
It takes a lot to craft new tires, especially when I aim for quite specific behaviour/performance. I keep getting them almost perfect in devmode at Loch Drummond. But then something is still not good elsewhere. Too unstable at high speed at track like Monza. Too grippy at Nordschleife. Too springy, too snappy or too icy...
Almost as hard as to get headlights looking right at all shades.
Interior screenshots straight from driving in game:
New tires also still needs better grip callibration for wet. Not fun and exciting enough now.
Also. I will be leaving older tires as option through upgrades, just because new tires aren't completely proven.
As always I have some silly issues, just like with every car:
-upgrade wheels display all at once or none in showroom and they are all messed up, can't unfloat, because wide wheels go all over the place;
-can't light up lens object with headlights on;
-wide wheels poke through mesh slightly at the rear sometimes;
-getting AI to respond to upgrades choice of a player.
Things incomplete, for potential work in future:
-bumpers needs mirroring of mesh and unwrap, to get AO baked again, add bumpers to skin template;
-blur for fuchs, just too lazy by now, although probably would make it quickly, it is nice effect and would spare nearly 10k vertices for game engine rendering;
-few more interesting skin paintings, just a wish, so nice to do, and so takes time;
-backfire;
-brakes disc glow;
-oil temps gauge;
-maybe one more pass of interior detailing;
-maybe some mesh boosting for exterior for main lods;
-model optimisations, as alway last;
-body rain map and descriptor, use svictors new tool for that;
-own sounds, I wish. But current ones very nice, especially for interior.