"When using your amazing car mod with GITs 2.0 it's impossible to drive in first person. It's because GITs introduces windshield reflection and the reflections on your vehicles windows are too much it seems." IM experiencing this too can you please fix. I love this mod
When using your amazing car mod with GITs 2.0 it's impossible to drive in first person. It's because GITs introduces windshield reflection and the reflections on your vehicles windows are too much it seems.
Is there anyway you can make an option with no reflection or tint on the windows for those of us who use GITs?
Amazing work and would appreciate it if you can look into this.
HI, your vehicles are very nice quality but the handling is strange for advance driving mods and wheel users. Do yoy know if possible to add some line params for better driving
If you're comfortable with modding even on a somewhat basic level. I'm very new to it myself, I've only done some things and very easy things at that. Even this task took some trial and error for me.
I replaced the collison.phys file with that from the rayfield caliburn from the base game and the car no longer hits unseen objects. I took a look at the original physics file in Blender and you can see several points that are well below the mesh, there's a decent guide here to fix this and while I took an attempt at this, I couldn't get the vehicle to summon correctly after packing/installing, I'm not really sure what changes so got no answers there but swapping the physics file didn't seem to be an issue.
I also fixed handling issues by replacing some of the data from the .yaml from the authors ferrari mod (which handles pretty nice) the main difference being the lexus is using the quadra 66 front and back presets the ferrari uses the caliburn.
EDIT: This isn't perfect by any stretch, I experience a few issues, vehicle overshoots when called by about 100m (i dunno how to fix that) and the windshield seems to not spawn in
"vehicle overshoots when called by about 100m" - probably car isnt able to downshift into first gear without heavy deceleration. could be caused by second gear minspeed being greater than first gear maxspeed. in that case just increase first gear maxspeed or decrease second gear minspeed. youre welcome! :)
yeah this seriously needs to be addressed maybe at least turn of collision for some of the chassis so it is less prominent. not too much of course because it ain't cool if you ain't leaving metal streaks every where you go. just enough o make it drivable at high speeds.
to fix the problem i need to make the mod again whit different base but now if you check one other author make the same car whitout the driving problem
Looks great, but as others have said it handles badly. Every bump in the road sends it flying, and I'm not sure if it's just a problem with the mod or if it's because the car is too low. Engine sound is pretty good but for some reason has comical turbo blow off valve sounds on every single upshift, in a car that doesn't have a turbo
Great looking, good for photos, not good to drive. Very Fast, but suspension is too stiff and low. the smallest bumps in the road send the car flying and turning into a giant fireball.
154 comments
Is there anyway you can make an option with no reflection or tint on the windows for those of us who use GITs?
Amazing work and would appreciate it if you can look into this.
vehDriveModelData:
$base: Vehicle.v_sport1_rayfield_caliburn_inline0
center_of_mass_offset: { x: 0.0, y: 0.0, z: -0.15 }
turnUpdateMidSpeedTurnChangeMul: 1.58
turnUpdateMaxSpeedTurnChangeMul: 2.15
reverseDirDelay = 1f;
i I tried to add these lines in your yaml file but the car does not appear in the game
in tweak file looks like this
vehDriveModelData =
{
total_mass = 1750.0f;
chassis_mass = 1750.f;
center_of_mass_offset = ( 0.0f, -0.13f, 0.08f );
momentOfInertia = ( 3050.0f, 900.0f, 3530.0f );
airResistanceFactor = 2.4f;
handbrakeBrakingTorque = 1600.f;
turnUpdateMidSpeedThreshold = 25.f;
turnUpdateMaxSpeedThreshold = 45.f;
turnUpdateMidSpeedTurnMul = 1f;
turnUpdateMidSpeedTurnChangeMul = 1.58f;
turnUpdateMaxSpeedTurnMul = 1.36f;
turnUpdateMaxSpeedTurnChangeMul = 2.15f;
turnUpdateInputDiffProgressionPow = 0.7f;
wheelSetup =
i apreciate so much if you can help me with that. Thanks
I replaced the collison.phys file with that from the rayfield caliburn from the base game and the car no longer hits unseen objects. I took a look at the original physics file in Blender and you can see several points that are well below the mesh, there's a decent guide here to fix this and while I took an attempt at this, I couldn't get the vehicle to summon correctly after packing/installing, I'm not really sure what changes so got no answers there but swapping the physics file didn't seem to be an issue.
I also fixed handling issues by replacing some of the data from the .yaml from the authors ferrari mod (which handles pretty nice) the main difference being the lexus is using the quadra 66 front and back presets the ferrari uses the caliburn.
EDIT: This isn't perfect by any stretch, I experience a few issues, vehicle overshoots when called by about 100m (i dunno how to fix that) and the windshield seems to not spawn in
youre welcome! :)