what exactly do you mean? Do you mean when you spawn a car? And it always faces one way? If that's your question the answer is no if its something else let me know...
Not quite, I mean the node/beam constructs that you'd typically use in RoR to rotate a crane or turret. They worked like hydros except for rotation instead of linear motion. These: http://www.rigsofrods.com/wiki/pages/Truck_Description_File#Rotators
Actually, the rotators in BeamNG are quite different from RoR, not really useful for the same things. BeamNG rotators are like custom wheels powered by the engine, their speed depends on engine revs and gearing, just like normal wheels. An example from one of my vehicles: Code: "rotators": [ ["name","[group]:","node1:","node2:","nodeS","nodeArm:","wheelDir"], {"radius":0.450}, {"brakeTorque":0}, {"parkingTorque":1000}, {"propulsed":1}, ["M1", ["Motor1"], "ax1", "ax2", 9999, "fr32c", 1], ["M2", ["Motor2"], "ax1", "ax2", 9999, "fr32c", -1], ], [group] is a flexbody group of nodes where the torque is applied. They should be at least two nodes mounted symmetrically around the axle nodes.
Thanks On the other hand that's a shame, I wanted to use one as the pitman arm on a steering box. Ah well. Thanks, all
You could still make a pitman arm work, but you'd need a couple hydro's to move it for steering. Eventually, I would assume rotators will become more flexible for things like this.
This is interesting, I recall the syntax for RoR meant Hydros were for steering, is it possible to implement a rotator so that it is dependent on engine revs and an analog ratio instead of gearing? This would be very useful both for cranes and for hydrostatic drive. (on that note, ability to map hydros to an equation based on the steering axis would be really useful)