The current version has been altered since the physics were last discussed. If you have any specific complaints I'm open to hearing them.
The suspension geometry has been greatly improved as I learn more about vehicle engineering through this process.
The aero will always be a highly contested subject because it is impossible to find true figures online, I've tried to tune the balance while also maintaining a realistic speed for the power and weight of the vehicle using data from qualifying at Daytona. I try to match the 450 hp restricted speeds without a draft that the real car achieves. Until I get to see people actually pack racing the vehicle and using drafts, I don't think I should mess with the aero.
If you're involved in an online race with this car with multiple players please upload the replay here so I can analyze it. I noticed theres a few oval events lined up to use this car and I would love to see the replays from those events.
I have some skins made for this car but they need cleaning up as I have changed the models and mapping slighlty since I created them, I somehow lost the PSD files for them so it has been tedious.
I'll fix this for the next update. These flaps keep breaking themselves. Sometimes when i come out of the editor it breaks the map or the orientation on the angled one on the roof. Must be some bug.
I broke realism and gave the car a pit limiter for that reason. In real life they take note of the RPM and gear and use that. I figured the casual racer wouldn't go to that measure.
I'm not planning on making any physics changes until there's been some real miles put down in multi-player.
I will be doing a Lemans Garage 56 inspired spin off of this car probably within the week or so. That car will have much more power and downforce, but be focused solely on road racing.
I'm not at the computer to double check the cross plane option but I will note it.
At this time I currently can't even upload a skin to the LFSW database.
It's a bit frustrating especially considering I paid for the extra mod and skin upload slots.
I have 2 brand new mods ready for review and I can't upload either of them, because of the limit on unpublished mods blocking me until I "fix" this unpublished mod that I can't seem to upload a revision for.
For about the past week I have been unable to upload skins to LFSW, I recently tried to update a mod and received the same error, but the mod uploaded anyway. Now I'm trying to update a second mod and I can't seem to get it through, same error page in all situations.
The clicking Sound is a sample of a bike chain meant to replicate motorcycle chain noise at low speeds.
Is the newest sound in the current version 2 of the bike acceptable to everyone?
When it comes to the default setups, I ride bikes using a game pad and I truely think the default setups are as fundamentally rideable as I can make them. The idea is to make the bikes easy to ride, if you're faster or prefer a more aggressive setup you're free to make it work for you and upload it as KiiT did (thank you again).
I've been working on making the models of all my popular vehicles have higher fidelity on objects in your immediate view while riding / driving. For this bike I doubled the points on the windscreen edge and mirrors for my next update.
I never once modeled anything before I started making mods for this game, I'd like to think I'm improving and plan on slowly improving older models between working on new cars.
A vast majority of the currently uploaded mods are running around on 100k tri ripped wheels. They go right through the review process this way. Pretty common to see even a tweak mod on the aftformentioned wheels.
The issue with making mods in this game is no one provides any actual feedback, it's just complaining. Complaining about the sound, setup etc without any feedback.
What is the actual issue with the setup for you? If you're using a mouse or any button inputs
Instead of axis for throttle and brake you're wasting your time trying to ride motorcycles in a simulator.
I use an Xbox equivalent controller and I can ride this bike at max effort until the tires disentigrate. Setup and geometry wise the bike is very similar to the other popular bikes in the game.
For example on a McPherson suspension, you adjust the caster by moving the top thrust point forward and back. The only way right now to see the caster number is using the suspension diagram like he stated, but when you open the diagram the special draw submenu and points disappear. So you have to adjust the point, tab into the suspension diagram back and forth sometimes a dozen times before you nail the desired number.
It would be cool to have adjustable caster within reason as something we can enable on mods for adjustment in the pits. As well as adjustable rear trailing arm geometry for motorcycles specifically, move the pivot up and down and move the rear trail length as well at the rear axle.