WIP Frame in game, need help JBeaming it

Discussion in 'Land' started by ThreeDTech21, Nov 27, 2013.

  1. ThreeDTech21

    ThreeDTech21
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    I have the Frame mesh in the game, i want to JBeam the frame, how do I do that? can i just copy the Jbeam from say the Covet or the Moonhawk??

    in blender i setup the naming just like the other cars.

    Capture.PNG Captureadfafadf.PNG

    aslo when i load my frame into the game the frame is partly underground, how do i set it on the floor
     
    #1 ThreeDTech21, Nov 27, 2013
    Last edited by a moderator: Dec 4, 2013
  2. Kamil_

    Kamil_
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    You can copy the Covet or moonhawk jbeam, but that's the worst possible thing you could do and it will completely ruin the car.
    As for the Jbeam, you can learn it yourself by looking at the vehicles supplied with the game, the wiki and/or a tutorial. Though honestly, I'd advise you to try and find someone willing to help you with the jbeam if you don't know what you're doing.
    Another thing, it's currently not entirely possible to create McPherson strut suspensions, so that may be a problem.
     
  3. ThreeDTech21

    ThreeDTech21
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    Why exactly would McPherson Strut suspension be a problem? Isnt it just Jbeams and programming, jbeams can emulate any type of spring assembly.
     
  4. Potato

    Potato
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    McPherson struts require slide nodes, which haven't been coded yet
     
  5. ThreeDTech21

    ThreeDTech21
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    oh easy i'll just code slide nodes, its just programming.
     
  6. logoster

    logoster
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    HAHAHAHAHAHAHAHAHHA, no, its not as simple as that (although, i could be wrong, if a dev or someone with more beamng modding knowledge then me would like to clarify on this subject, please do)
     
  7. moosedks

    moosedks
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    How do you get all the parts in your model listed on the side there in blender? I have an object modeled but theres nothing where the names of your parts are.

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    Well, I'd really like to see slide nodes put in game since lots of content relies on it. I'd assume it's complicated since it's not in game yet.
     
  8. SixSixSevenSeven

    SixSixSevenSeven
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    The game itself doesnt have them, the would be a node/beam type, if the game doesnt support them then you can't use them. Would have through that its facepalmingly obvious.
     
  9. AX53

    AX53
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    Tip: A slide node can be made by making an invisible upper wishbone. (or in other situations by making a few invisible stabilizer rods) Although it can cause unexpected failures when you crash.
     
  10. gabester

    gabester
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    No, that's just double wishbone suspension, which is completely different from MacPherson strut. You could fake strut suspension with an invisible wishbone, sure, but the geometry would be completely wrong.
     
  11. slysenko

    slysenko
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    I had such an idea in mind unless I tried to architect/implement it.
    Yes, it is possible to simulate slide nodes by creating a jbeam structure with some virtual support beams based on distantly located virtual nodes, which alltogether will create set of forces to allow correctly damped and springed travel alongside one axis while keeping from moving in rest two directions.
    Assuming smallest aproximation of circle by three ponts, to create decently functioning strut as many as 96 nodes are required. Even if we just ignore the overall overhead created by this, that's a whole set of 288 floating point numbers to operate with.
    And as we all know, floating point numbers in computer's memory aren't real numbers, they are just pairs of decimals and this creates considerable amout of division errors after all. Which leads to instability / incorrect behavior / etc.
    That's why despite overall phylosophy of BeamNG engine not to bother with per-component simulation and algorythms, but create a physical model instead and let it work as it should to - it is still required to create some specific things like wheels, slide nodes, etc.
    That is just a treadeoff to compensate inability of modern digital computers to operate with "real analogue real numbers" and to reduce amount of nodes/beams required to simulate certain physical behaviors.
    So after all, there will be no "big chunks" like whole car body parametrized by several numbers (as in other games), but still, there will be a set of small "specific building blocks" like sliding nodes.

    In my model, I dropped the idea to simulate sliding nodes by currently available code base. Instead I made my strut "slidenode ready", and added minimal amount of "temporary virtual wishbone suppot beams" to keep strut in place. All damping currently made by beams in the upper part of the strut which still allows to have almost correct animation there. And things to do after release of sliding nodes are just minor: update to beams of strut and remove those temporary wishbone nodes.

    screenshot_00046.png
     
    #11 slysenko, Dec 2, 2013
    Last edited: Dec 2, 2013
  12. metalmuncher

    metalmuncher
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    Not really. You can use sarrus linkages in the place of slidenodes, that works OK. I've seen node and beam vehicles that use less than 90 nodes for two struts at the front, a beam axle at the rear and a basic box chassis. Granted it's still way more nodes and beams than just using slidenodes but it could work as a stop-gap measure.
     
  13. AX53

    AX53
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    I guess you can adjust the length of the upper wishbone to get similar bump camber results as mac pherson. It's a good temporary fix at least until it gets implemented.
     
  14. SixSixSevenSeven

    SixSixSevenSeven
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    They arent pairs of decimals at all. But they do have precision errors which can lead to incorrect behaviour yes, more importantly they are more computationally expensive than integers (although modern FPU's alleviate that considerably).
    But why overcomplicate the Jbeam, compared to the rest of the car 96 nodes per wheel perhaps isnt the hugest difference, but its still an extra overhead that would be best avoided.




    My opinion, either wait for slidenodes or do a double wishbone suspension arrangement rather than macpherson and then switch back when slidenodes are available. If its a scratch design vehicle, design with double wishbone or multilink (thats possible right?) from the start.

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    shorter upper arm than lower arm gives similar camber alterations throughout the travel as a macpherson
     
  15. ThreeDTech21

    ThreeDTech21
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    Wow ow you've got your car in game already and you've got McPherson strut Assymbley! Can you show me how to code for it or I can send you my DAE file! I'll PM you when I get a chance!
     
  16. SixSixSevenSeven

    SixSixSevenSeven
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    If you read the posts above including the one you just quoted, you would realise that the game doesnt support them and that the vehicle in the post you just quoted may have the 3d model for a macpherson strut but is JBeamed as a dual wishbone.
     
  17. ThreeDTech21

    ThreeDTech21
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    I read all the post, I dont know how to code for the car like the thread title suggest "Frame in game, need help JBeaming it" so im actually asking for help Jbeaming the car in "total", not asking for McPherson strut slide nodes, im simply admiring the fact that he put that strut assembly in the game and mimicked it using dual wishbone and would like for him to do the same for me.



    slysenko: ill PM you my files, let me know if you would be able to do it ;)
     
  18. ThreeDTech21

    ThreeDTech21
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    As promised here is the .dae file for free download, enjoy!
     

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  19. Damiean Ron Lyons

    Damiean Ron Lyons
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    keep up the good work.
     
  20. TheDiamondLord8

    TheDiamondLord8
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    Welp. Ya bumped it. Bumping is replying to a thread that's dead, or doesn't need to be discussed. Check the last post date please.
     
    • Agree Agree x 2
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