I guess my forever project fits here. In making since rFactor1 was released, well there was few years as I could not do any modding, just tiny bits here and there, maybe some day I get it finished, perhaps for rF3, but meanwhile it is WIP, refining as learning new. With help from Tuttle and Johannes, I have come to conclusion that I really need to make new model that is more suited for my purposes, which is bit sad, but unavoidable. It of course will cause more time needed for learning to model and make the model. Anyway here is video for your amusement, measuring bump travel, non edited original footage: I try to make everything to perfection with this vehicle, but as I'm not very talented modeller, actually no modeller at all, it might be that I can't get it quite so perfect that I would like to graphically. Textures are even more of problem, I draw like 6 year old. Anyway, I try, here is attempt of getting photo from headlight glass so that I could make texture and model for it as I want to make 3d headlights. I'm not quite certain how to make glass material yet, also I'm not quite certain how to make texture properly, but I know I need a bump map and maybe all that I need is glass material with bump map or then I need also texture for glass, that is something I need to try and learn. View attachment 3317 Yeah, I suck with graphics stuff, but as long as there are nobody else willing to do them, I need to learn to do all. Currently I have physics nearly done, sounds need bit work for low rpm + exterior sounds, there are custom skidding sounds, gravel sounds and of course engine sounds which are my own recording. With physics I try my best to measure and calculate values based on real car, I have two of cars to take measurements from. Several engine combinations have been measured with dynamometer, even iginition spark and rpm limiter is documented: Greatest challenge is to understand how to convert real world data to format rFactor2 can use it and so that it produces correct results. For example rubber bushings can change characteristics of swaybars, so when you input real data to swaybars they might be too stiff, not an big issue with race cars, but street cars don't use generally very stiff rubber bushings. I do plan also make some models closely to specification of Volvo 360 Cup (racing series run at Zandvoort, Zolder etc) and as turbos are coming to rFactor there will be some mad motor upgrades that are based on real world motors that car enthusiasts have put to these cars. This is currently side project as my main project is Chase USA which we make together with Johannes, but as this Volvo has so much real world measured data it is really helpful in understanding how rFactor2 engine would like to get it's data, so making cars only by numeric data is then easier to get somewhere close if not quite perfectly right because some data is rather impossible to find with limited resources.