Yep, its a bike engine - 1000cc inline 4. Supposedly almost 200bhp at the crank. Very little torque at lower revs, and at over twice the weight of the bike its not easy to get going - but once it does it goes very well indeed.
What will be out first? Come on Transit!Steering/Pedals assembly motorcycle inspired (placeholder wheel):
Looks like a fun play car, @garyjpaterson ! Will it have a bike gearbox, too?
That Mercedes is coming along very nicely
That right there is the eureka moment we were talking about. Feels so good to find good data. Can't wait to try it out!So, whilst looking for Thomson Road reference photos I also found some 1960s topographical maps.
The DEM data for Singapore is really poor, being only 90m. This was fine for the distant terrain, but no real help in modelling the elevation changes of the roads. This old map, however, has contour lines every 10 feet, or 3m - plus, the road has spot height marked on in a few places, accurate to the nearest 12", or 0.3m. Go analogue old-school!
I thought it was worth trying to use it, so I spent the whole of yesterday digitising all the contour lines in Illustrator, found a free 3ds max plugin called Populate:Terrain that takes contour lines as a spline object and converts it to a 3D terrain. I was slightly sceptical but thought I'd give it a go.
The plugin creates a grid mesh to whatever size you specify, so I set it to a 5m grid, pressed 'process' and waited. The result was brilliant! I am so pleased! The terrain it generated was good enough for me to drape my road spline over it and meant I only had to make minor adjustments to the road elevation.
I will be able to Optimise this terrain mesh and reduce the poly count from 438,000 polys down to about 40k. The most important thing, though, is that I now have confidence in the accuracy of my track. I think you can afford to be 0.5m out side-to-side on a track layout, but that kind of error in the height is so noticeable. I am quite pleased that the spline layout I had settled on as being 'the best I can hope for' is very close to this new version Cool!
Just awesome!! I love it! I even love the shiny yellow tires (please don't make them black). It looks so much fun to drive, with the back end kicking out of the corners. Brilliant!
It has left me with an irrational urge to play Wip3Out 2097 though
Very much looking forward to watching this project develop over time
Hope you have climate control in that greenhouse Really interesting design, those covered wheels don't make much sense to me tho, and would be a maintenance and drivability nightmare. One pebble too big and both tire and cover are fücked
Suspension is fully animated?
Also would create interesting heating characteristics (read overheating characteristics ) and probably induce some lift.Appreciate your concerns!
Climate control? What do you need that for - there's no side doors!
And yeah, valid points on the wheel covers. The arguement for them is reduced drag (although with no doors that sort of negates it...), and also as this will also be used for a single make racing series, it it potentially safer in wheel-to-wheel contact (less cars being shot up in the air).
Ok yeah, you're right - their only real purpose is because I think they look cool.
And no not yet, suspensions are just static at the mo. Once I nail down the physics geometry, I'll have the models animated to match. Right now the physical suspension geometry when static is exactly like what you see on the model, but there is a fair amount of travel and roll, so should look better when its all animated.
Also would create interesting heating characteristics (read overheating characteristics ) and probably induce some lift.