The online racing simulator
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nikopdr
S3 licensed
Quote from ivo_drifta :(Quick Google search)
Drivetrain: 1.3l / 65hp / 140 km/h top speed / 4-5 f manual gearbox
F susp: McPherson
R susp: Trailing arm



No clue why it says mcpherson, but this is the "exploded view" (dunno if thats right word sorry) of the front suspension setup on all of the 2101-2107 models

I owned a '89 2105 and a '96 2104, on the latter i changed the front axle beam due to the previous one rusting through and splitting in half on driver side near the lower control arm (see the attached pic for reason why it rusted through Big grin)

my 2105 had a 1.5 carb engine and 2104 had 1.7 with 1-point injection
nikopdr
S3 licensed
2/nikopdr/Niko Puntola/FIN/Team S1DUS
nikopdr
S3 licensed
Quote from ivo_drifta :Some things should be fixed:
Lada 2105 runs with 1.3l (65hp)
Number of forward gear 4

depends on model year, im not actually sure but i think highest available engine for this was also the 1.7 but i can be wrong (it has almost twice the power anyways)

Quote from ivo_drifta :Front Suspension: Independent, (McPherson), coil springs, anti-roll bar
Rear Suspension: De Dion axle, coil springs (Could be represent with trailing arm)

front is double wishbone, trailing arm works ok on rear
nikopdr
S3 licensed
Rather interesting from T-Mobile to pull things like that off but seems like they have blocked UDP traffic almost completely Big grin

You can use CTRL + T to change to TCP packets in the server list before you connect to any server, hope that works instead of having to hassle with VPN just to connect to a server
nikopdr
S3 licensed
yes/77/nikopdr
Last edited by nikopdr, . Reason : mayben't've
nikopdr
S3 licensed
5 euro per skin
nikopdr
S3 licensed
Cool car to look at, a lot of detail and textures are really well made. Wheels could be made up to par with the rest of the model though Smile

The main issue i have with this car is the driveability, i do not know if your rear suspension type is the best way to replicate the suspension setup that the real car has, during compression it seems like the camber changes too much. Certainly goes the right way as the lower it goes the more negative it should be but dunno, it doesn't look as natural when you drop the car a few times in pit menu Big grin Open diff is also propably the worst thing you can put on this car as it makes many things way more unpredictable such as getting one tyre fire out of exits in turns and under braking if you happen to turn in it becomes a twitchy mess that needs constant sawing with the wheel to stay under control. Those things cause the car to run out of optimal tyre temps so fast that these issues multiply. But yeah, i've no clue if it is the best way to replicate the original.

I was told the car didn't really have any other differentials and that much i can understand why it is limited to open diff only, maybe in the future if its possible to limit differentials into other types you could try viscous diff instead which is sort of an open diff with preload. It retains many of the charasteristics of the open diff but with the preload it keeps at least some power on the tyre with grip so you actually dont light up the inner tyre every time you want to make a turn Big grin

Lastly, the hitbox LOD causes issues. Currently it has an angled front and rear with the front being lower than the rear of the hitbox, causing any type of front to rear contact to lift the front car up a bit and when you do this online the cars desync a bit and can cause glitchy hits. I don't know if it can be seen on the vid above but i had one incident where i only barely touched another cars bumper and was sent into a 360 spin. Bumpdrafting was also of course, out of the question and i am willing to bet you could bumpdraft these in real life with absolutely no worry at all Smile Flat surface on both rear and front up to the bumper level would be optimal solution for this.
nikopdr
S3 licensed
pro tip:

ctrl + right click = copy colour or slider value
shift + right click = paste colour or slider value
nikopdr
S3 licensed
It's fixable depending on the attitude of the modder Big grin

Many are lazy in this regard unfortunately and theres a lot of mods where things have been skipped like for example using the autogenerated hitbox model for LOD2 which is used for shadows and cars further away from camera like in your picture.

Quote from killmeimgod :pretty sure the graphics - texture settings should be the other way around

This is true(although i wouldnt say it should be completely opposite), the mip bias slider for objects and walls affects the car models specifically. Multiplayer speedup option might affect it too but dunno since it is at 0
Last edited by nikopdr, .
nikopdr
S3 licensed
First public version with the overhaul is updated, there's still a lot of things to re-do such as LOD2, skin mappings, skins, interior and sounds so i don't recommend doing skins for the car just yet. There is now a base endurance setup that is really easy on tyres which will be improved along the way(and improved faster depending on feedback/help).

I'll pop in an update every now and then to finish up things mentioned above and what i would really like to hear feedback about is the overall driveability of the car, or more specifically these 3 things:

- car physics and aerodynamics, can the car be considered a realistic depiction of what it's inspired by

- car accessibility and driveability, is it easy to hop in for a few laps and can you/do you want to drive it for longer than just a few laps

- default base_endu setup, is it good to drive, does it have pace, etc.

Any help is appreciated and i hope you enjoy the new version of FXV8 Big grin

Quote from johneysvk :any possibility of keeping the previous design style as an alternate config?
i liked it more Petals

the scale difference is rather huge for it to be an easy cut&paste job but i'll keep that in mind for the future
nikopdr
S3 licensed
Quote from macafmac :is the fxo v8supercar deleted? I can't find it in the mod list anymore

It's temporarily taken out of public status but i'll return it there in approximately a week or so.

Haven't mentioned any of the reasons but i do hope the pictures will show what's been going on better than words can. Big grin

Some things worthy of noting in the new upcoming version:

- the scale is now about the same compared to the mid-2010s V8SC

- visual aspect is based on these now as well since the engine is also based on a 2014 season car

- i did a dumb error on the engine before and it had the real life car's RPM limit as the peak RPM, fixed now

- frame, suspension and aerodynamics are rebuilt and refined, the car now doesnt get on 3 wheels under braking as often as it used to before, it can corner slightly better but it is still easy to oversteer out of turn exits (imo, like it should be)

- default setup is starting to get fast and worthy to use in races
nikopdr
S3 licensed
LFSW name: nikopdr
In-game name: sidus unite
Full team name: yes motorsports
Nation: winland
Last edited by nikopdr, .
nikopdr
S3 licensed
77
nikopdr
S3 licensed
77/nikopdr/FZR
nikopdr
S3 licensed
77/nikopdr/Niko Puntola/Finland/Team S1DUS/nikopdr
nikopdr
S3 licensed
yes/87/nikopdr
nikopdr
S3 licensed
don't worry about it, i forgot i made it from the XRR steering wheel but it would be kind to ask if it could be used, it's not the best quality wheel so i wouldn't really think much of giving permission to use it Big grin

it's just that the textures on it are made from scratch by me so theres some bit of work i put in it Big grin
nikopdr
S3 licensed
no/87/nikopdr

(got another event at the same timeslot, sorry)
nikopdr
S3 licensed
yes/87/nikopdr
nikopdr
S3 licensed
#06, #25, #75, #87
nikopdr
S3 licensed
87/nikopdr/Niko Puntola/Finland/Team S1DUS
nikopdr
S3 licensed
nice steering wheel but i don't remember being asked for permission to use it
nikopdr
S3 licensed
sorry for the double post

i had a closer look into this in singleplayer and with AI.

if i add AI in the lobby screen each car is normal, this behaviour is also the same on race restart and if i add AI into the grid during the light countdown. but if i add one AI, let it start by itself and run the 12 second limit before you can join track, the colours on the light covers become mismatched.
FGED GREDG RDFGDR GSFDG