Lancia Fulvia Rallye 1.6 HF
Lancia Fulvia Rallye 1.6 HF
Classic Rally Car.
Lower Part Version (459 parts)
Smoke Trails mod Version
All of a sudden I've gotten into rally cars and decided to make a classic. The fulvia was really satisfying to make due to fuselage cutting making a lot of the shapes a piece of cake. A very interesting part of this was making real leaf springs, which thanks to some searching on the site I found the perfect setup. I made a slight improvement on the transmission to prevent the sudden power cutoff on reaching redline.
Features
1:1 Scale, blueprint shaped body with detailed interior features including cockpit: engine bay, and a simple trunk.
Manual Transmission System, switch weapons to shift gears and keep the rpm just right. Built on an actual powerband with variable set gear ratios that can be edited with ease!
VR control: Steering, Throttle, and even Gear shifting can be done in VR!
Interactable doors, hood, and trunk, simply click/grab and drag to open!
Highly recommended to play with this thing on MisterT's Normandy map (the no enemy map of course) as it provides fantastic roads for rallying. Scenic views and challenging turns providing a treat when driving.
Credits:
.will, X4jb, and Edensk on FT lab for assistance in developing the Transmission system, what I've learned from them has helped develop the system used here.
BMilan for screenshots and gifs, thanks man!
LatteCoffee55 for developing the leaf springs I would use here, which I found from This Build. They work surprisingly well, particularly on the offroad.
Specifications
Spotlights
- EternalDarkness 2.5 years ago
- Kennneth 2.5 years ago
- 1918 2.5 years ago
- Chancey21 2.5 years ago
- RicardoACE 2.5 years ago
- Inuyasha8215 2.4 years ago
General Characteristics
- Successors 1 airplane(s) +7 bonus
- Created On Windows
- Wingspan 5.5ft (1.7m)
- Length 14.1ft (4.3m)
- Height 4.2ft (1.3m)
- Empty Weight 1,809lbs (820kg)
- Loaded Weight 1,876lbs (851kg)
Performance
- Wing Loading 58.1lbs/ft2 (283.8kg/m2)
- Wing Area 32.3ft2 (3.0m2)
- Drag Points 1806
Parts
- Number of Parts 928
- Control Surfaces 0
- Performance Cost 2,977
Tags were requested.
Me after seeing the car's number: Noice
@TriggerMiku I might consider a code like that, thanks for the suggestion.
@MintLynx What about G1= GS * k + clamp01(Pitch) *k
@TriggerMiku That's due to the first gear inputting simply "Pitch" instead of "GS * #" which was given to allow revving the engine at a standstill, but it really just causes that exact problem so I will likely not repeat the same error again.
I found a problem.When you give the throttle lightly in first gear, his speed will always rise.
Noice! Now i can run sp on higher framerates thanks to my new xiaomi phones!
@Soccersteve326 The Engine power is determined by the current angle of a rotator located just behind the engine. CurrentAngle is an output that can be used, and was named RPM.
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The engine's FT uses a logistics graph to implement a powerband, while the Rotator itself is turned by its own FT that uses a combination of Pitch input and Current speed/GS (which as the variables show is multiplied by a number that acts as gear ratio).
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The final component is an airbrake that activates upon reaching redline, which will halt the speed of the car.
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Gear ratios determine how far back the rotator will reel when shifting gears (ala changing weapons).
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Since it uses a powerband, having the rotator move farther back will have less acceleration since it starts the rotator at a lower energy state, however the amount of time the needle takes to move from there to Redline ensures a higher top speed. Having the rotator move back less results in higher acceleration, but for a shorter amount of time before redline.
First I want to say this is a great build. I’ve always wanted to have gears in simple planes to replicate more realistic engine performance. Right now I’m trying to get used to variables by working on things such as stability control.
Quick question. I see that there is an RPM variable in your build that controls the engine input but I cannot find where that value is calculated and I am curious how it is calculated.
Although my phone doesn't work, I can say it's very beautiful, as someone who drove this car a lot in Dirt Rally
Now all we need is a 1960 DS21 and a Mini Copper to complete the H1 class in dirt :)
@TrainDude I even went to the extent to edit the traction of the wheels to fully give it the driving characteristics of an FF.
@TrainDude I was such a stickler for being close to the real thing that I went to the effort to search for something that had leaf springs on the site, of course it's FF!
@Phoebe Smoke Trails mod, there's a link to the version with it near the top. This main version doesn't have it. B had the idea to use it to spice of the screenshots.
@TRD6932 such graphic features does not exist in Simpleplanes for the players vehicle
I like this car, and your realization is simply magnificent !
@CRATE52PART2 I'm pretty sure dust trails are in higher settings lol.
Is that dust trail a mod of some sort? :>
@Phoebe I was thinking the same thing too
idk but this build is so good i wanna kiss you now
Very impressive!
@MintLynx i underestimated you once more
@BMilan
@epicnaem
@Cobra63
@4
@Titaninfernal1
@Hazerz
@Aviator01
@PapaKernels