Changelog:
Whole model rescale was done, given the above identified issues^. The model length was too long and the model height was too high, making the car look oddly stretched. This is fixed now. Almost everything had to be readjusted, textures, the frame, the suspension, the steering animation, had to re-model the gauges because they weren't circles anymore. Also took new photos and uploaded them to the mod post.
Also fixed bonnet and boot logos to be real-word size accurate.
Also, updated the mod license to a private agreement, after being notified by a moderator that this would be best.
Following up after a discussion I had with community members on the LFS discord: the model was identified to have some abnormal scaling.
Despite feeling confident about having done measurements properly, things are incorrect if you look at them visually. Most notably, the distance above the head of the driver is a bit incredible, there's too much there.
Measurement wise, the width I state confidently is correct. The length was 0.24m too long, which is very noticeable and makes things look stretched. The height seemed to have the greatest issue.
1 hit down of the forward axis rescaler gets the length of the car within 0.1m of the expected value. This should be much better now.
Although not precisely measured, two presses of the height scaler tool were done and its appearance now seems to be more as would be expected.
It's good to have caught this issue now. To fix it will have unfortunately lead to a cascade of work that needs to be done:
* Many textures will need mapping adjustments
* the frame and suspension needs adjustment now
* the steering wheel needs some rescale, which means the animation will need to also be worked on.
* also due for work is adjusting the size of the logo medallions on the bonnet and boot lids. This object should have a radius of 3.65cm, and the current one has a radius of 2.7cm.
I'll be off working on these, will upload a new package as soon as I can.
===
Images:
Left car is rescaled, right is the original.
Wow, it was a lot of work to put together this documentation.
I also discovered that we can only have one mod in review at a time. We have the A39 model up for review at this time, but rest assured, assuming there are no issues in getting it published, the other two models will be uploaded as soon as they can be. They are all ready to go
Hello everybody, after 9 months of development, I am very proud to present you with our work!
Disclaimers: although the inspiration for this mod is of a circa 2002 model BMW E39, it is not intended to be an exact replica.
Please understand this is currently a Work in Progress, it is not yet finished, and there is a list below reflecting known-issues and items that need fixing or adjustment.
Your constructive feedback and support is welcome Please be kind and respectful if you have feedback to share, there have been hundreds of hours put into this, and you all are getting it for free, and it is public. Please be respectful.
BAVARIA A39
With three versions:
BAVARIA A39 - 3.0L Petrol Inline 6
BAVARIA D39 - 3.0L Turbocharged "Diesel" Inline 6
BAVARIA N39 - 4.9L Petrol V8
CREDITS:
Jere - LFSW: Kanker_aap - was commissioned to build a brand new 3D model in Blender, from scratch. This includes:
Full 3D model of interior and exterior
Two wheel rims models
Separate bumpers and trims for the "N" model
Support with the model, as needed
Provided some textures, captured from reference photos, such as the door card texture in interior
TheStigUSA - mod construction, texture generation, further 3D modeling, sounds, refinements, frame, handling.
Ensured proper model dimensions, in comparison to real-world values. Re-sizing was necessary.
Added various sub-objects including: brake rotors, gauge models, logo objects including setting them into the model, seat belts and buckles along with modeling them into the B-pillars, airbag cutout on dash, the model badges on the boot, bonnet, and on steering wheel, exterior door lock model, lightbar models are made by me as well.
Texture work, including: various interior textures made from scratch, gauge textures made from scratch. Role-play (COP,TOW,MED) textures created by me as well
SeanProdTV (LFSW: sean_drifter) for sourcing a video with sounds of a diesel variant. These are incorporated into the mod for eng .wav, intake sound, and starter. Same starter sound on all versions.
CocaineCowboy (LFSW: yuylol) for project inspiration, and for providing reference materials and knowledge.
Project Timeline:
Jere begins work on the model: December 2024
Jere delivers model to Stig: March 2025
Stig begins work on construction - March 2025
Constructing the model, performing initial texturing - March through June 2025
Extra detail work (seat belts, logos, placing rims and wheel sub-objects, setting up configs) - June through Early July 2025
Brief hiatus - most of July 2025
Final touches - Role-play skins, sound work, final model additions, quality assurance - end of July through start of August 2025
WIP release: August 1, 2025
Known Issues:
The rear suspension arms appear positioned low when looking near the bottom of the inner side of the wheel. I am not sure how to fix this at the moment, and may have to leave it as it is, but I will look at this in the future.
Currently, have not tackled trying to make this right-hand-drive swappable, but I will take a look at this in the future.
The steering wheel buttons don't look particularly great. I would like to make those appear more like they do in the real world, and reflect that by having separate buttons. The icons also come through kind of poorly, those can be modeled out in the future.
I regard the steering animation as 'OK', but it is not perfect. This will see refinement when I have some time.
The 'N' series mirrors could do with some extra subdividing, to make them appear more rounded.
I have received feedback that the exterior logos are "small". We did measure mine versus one somebody in the community has. Mine is a radius of 2.7cm, and the real world example is 3.3cm radius. I will correct this as soon as I have time.
Planned features:
Model out the gauges, so that we can illuminate them. Other interior components might also get modeled.
Add headlight washers, by popular request
Not making a promise here, but I plan on taking a look at doing some basic model work for the underside of the car.
Other technical discussion:
Downforce calculation:
Fd = Cd * 1/2( (density of fluid) * (flow velocity^2) * (frontal area of the body) )
Fd = Downforce (Newtons) (all of the below multiplied together.) cd = 0.27 (known drag coefficient value for the reference car) p = 1.2 (kg/m^3) (air at standard pressure & temperature) v = 27.8 (m/s) A = 2.17 (m/s^2) (informed by: https://www.m5board.com/posts/1859540/ and )
For 100kmh 0.27 * (1/2 ( 1.2 * 27.8^2 * 2.17) = 271.684 N
For 1kmh 0.27 * (1/2 ( 1.2 * 1^2 * 2.17) = 2.71684 N
And these values are reflected as such (rounded) if you test them with the downforce slider.
=== DEVELOPMENT SCREENSHOTS
Jere's Blender work:
Mod construction screenshots:
--the logo seen here was a former one, not used in the final version--
I think I can speak for the community, that these updates are a powerful reminder of how development should be done. Excellent documentation, your candor and realism at all angles is incredibly thoughtful and appreciated. Dedication to quality and making a working product is a dying art, and we only find it in awesome independent developers like you all.
We are so excited for the future of LFS, good on you dev team, keep up the good work, keep the faith, we are with you ❤️
ps: thank you for the modding system, it's truly a pleasure to be able to enjoy this and to be able to contribute to it. If we can see a track editor in the future, I know it's a lot of effort, but you can figure it out once you get time to sit down with the problem.
The juice is worth the squeeze, great updates, keep going 🔥
I should apologize too, I hadn't had my coffee yet , still the feedback was very helpful. I should have done these calculations the first time.
I think things are correct now. Editing the drag value is the input that correlates to the downforce output we get so we should be good now. Tesla did aim for 0.21 coefficient of drag but in reality it ended up being 0.23. I think some of their community was upset about that too lol.
The power on the mod is indeed more than the real car, mostly for fun purposes
Downforce values have been calculated, they did need correction, so thanks for giving that feedback. Check out my dev thread post to see how this was done: https://www.lfs.net/forum/post/2118054#post2118054
Calculated:
Downforce (55 m/s || 198kmh) = 926.739N
Downforce (25 m/s || 99kmh) = 191.475N
Downforce (15 m/s || 54kmh) = 68.931N
Downforce ( 1 m/s || 3.6kmh) = 0.30636N
There was a comment about downforce being incorrect. This did need some adjusting and I should have ran these calculations the first time. This corrected downforce will be coming in an update very soon. Here are the new downforce numbers - if you like some light algebra, you will enjoy
Fd = Downforce (Newtons) (all of the below multiplied together.)
Cd = 0.23 (known drag coefficient value for the reference car)
p = 1.2 (kg/m^3) (air at standard pressure & temperature)
-- we can plug in any speed value we want. Will calculate these four
Scawen does rounding, so I will look for whole numbers --
v = 55 (m/s) - this is 198kmh
v = 25 (m/s) - this is 90kmh
v = 15 (m/s) - this is 54kmh
v = 1 (m/s) - this is 3.6kmh
Why do you talk to me like this? There's no need for an attitude. You could simply and kindly say that you think these things should be looked into.
Don't insult me because I happened to be born in a place where they use mile, that's not my fault. I have an engineering background in the real world so this is no problem for me to figure out with math on your downforce note.
It works by using an oversized mapping of the fuel (battery) needle, positioned, sized, and rotated just right with a lot of trial and error to test calibration. The mapping is placed on some mesh inside the white outer border.
Today, I modeled up a little battery meter and implemented it into the dash. I tried to calibrate it as well as possible, it's reasonably accurate. I think it looks pretty good!
Other changes for today include: decreasing the window tint on the interior glass, and increasing the battery pack size to 90kW.
You did an amazing job on this, especially on the interior! It's clear to see you are improving, keep up the good work man.
For your consideration, I attached a screenshot of some sound values. I can explain my thinking on them:
Tone variation - Set as 0.99, engine will sound less strong at low rpm
Tail mix - set 0.45, creates more dimension to the sound without harming quality. Makes it feel real (must use headphones)
Exhaust volume - thought 1.0 is too quiet, can be a bit louder
Cockpit muffling - set as 0.93, these cars are built quite good on the inside, comfortable sound cancelling
Air intake muffler - set 0.9 and volume 0.8. Was too much before on the inside imo
Well done , I respect your effort a lot especially in the modeling. Doing something like from scratch isn't easy and takes a lot of work.
Original modeling by me:
-> Grooming original model into Coupe body. Focused interior and exterior reconstruction.
-> The Brazilian variant of the Tempra had a completely different dash than the Turkish variant, as such I modeled an ALL new dashboard within LFS Editor.
-> Modeled gauges and created textures for them
-> Modeled center stack and created textures for these. Textures on the radio headunit will come later on.
-> Modeled rims from scratch in LFS Editor
-> A few new logo objects
-> New LOD2 and massaging
To-do:
-> Some mesh clean-up, but it's passable for now.
-> Texture for radio headunit (superfluous things but is good for VR)
-> Some cleanup on climate control textures; fine for now.
-> Perhaps a Stage 1 version of this car. The power figure is low (but is lore accurate).
This post is made retroactively, per request by LFSTech; Content is dated 07-Sep-2024
CREDITS:
- FULL, ORIGINAL, FROM SCRATCH MODEL: Biggi (P.H.D_Gonapus)
- CONSTRUCTION, FIT AND FINISH, TEXTURES, PHYSICS, SOUNDS, ADDITIONAL MODELING: TheStigUSA
- DASH TEXTURING: Biggi and TheStigUSA
- REAL-LIFE SOUNDS: CCTV
- BRAKE CALIPERS: Autohouse Performance Project: https://discord.gg/F4Xt5F7T6K
SPECIAL THANKS:
- RedLine team for your spirit, energy, and motivation.
- CCTV (CGTYKSY55) QA and for your added enthusiasm and dedication
- Biggi for being an absolute boss and making a model for the project from scratch.
=====
FEATURING:
- Highly detailed model including custom and well detailed dash.
- Custom sounds recorded from the real-life car.
- Two sets of tire rims.
- Full frame and LOD 2 and 3.
This all appears to check out to me regarding licensing and I would be able to utilize the model given proper attribution and removal of any first party logos or references.
I have used a model for a project from this website before but got burned on it, so this time before starting a project with a sourced model, I'm putting out this due diligence check (for those of you who are into this thing) to share your opinions on if the model seems good to move forward with, or if there are issues to take note of.
I appreciate anyone's time who adds to the conversation, thank you
Hi there, I have a 2.0 version of the Tempra planned, I might turbocharge it. Was the Brazil model only a coupe or can we use the sedan body? It could be possible to make a coupe body.