strength of wheel hubs and swaybar tabs is too strong and the 4 link bars seem to strong, the truck bounces off the wheel hub when it should break.. this is all my opinion tho.
New beta files available... Didn't feel like typing down patch notes, so get a straw and suck it up...
everyone please poke this one and report back to here about your thoughts on if anything could be changed
So far, I love the changes! The truck feels way more responsive especially in a racing setup! The truck also freestyle's amazingly spectacular! I'm very impressed! As for changes that I think could be implemented, maybe strengthen the tie rod because for some weird reason every time I approach a small jump at a decent speed and land the truck it breaks my tire rod! Also maybe increase the axle durability because for my truck loves to break axles! I tried adjusting these myself but to no avail! Other than that I really don't see anything else that I feel needs to be changed! Keep up the good working everyone!
By the way, I want to thank @jedipresence for reconfiguring exhaust sounds for Zoomie Headers. Let us know how you like them...
I just ran the truck hard and only broke axles when I landed terribly, also didn't break a tie rod once, don't know how you're consistently breaking tie rods like that the truck feels so much better now, love the added grip, no issues as of yet
Files reuploaded! After watching @gameboy3800's latest stream, I decided to extend a few improvements (side limiters, other tweaks...) first seen on the Panel Van Body to the SUV Body, since they seemed to work well.
Ran hooked and digger some, I've had 4 links break more often which is great. Also had the truck land all out of wack and side ways literally ripping both right side tires off at the same time it was very smooth looking and quite satisfying. The zoomie heads are loud, which is sick! Feeling really good so far guys I think you've nailed release, fingers crossed!
there are many times where i cant get any 4 links to break, even going off of 40 foot jumps and landing hard on a back tire. just thought id input my experience!
ok so I just ran the new files and broke an axle, but the wheel stayed on for the rest of the run with no drive going to it at all, usually if you break an axle the wheel pops off but this time it didn't so I don't know if it's a new thing we're trying or if it didn't break properly, video showing it will be up whenever, also my tire isn't circular anymore and I don't know how I'm going to recreate either of these, tires don't seem to get grabbed by cars as often as it used to so that's nice
That's by design. Closest I could get to "breakable" planetaries, a feature requested quite often recently: axleBeam can now break - cutting propulsion to the affected wheel - without the wheel coming off or the knuckle failing.
I found out where to grab with the node grabber to kill the axle and keep the wheel on, now I can have a little fun
was going to upload me having fun with it but apparently youtube went down about an hour ago, I can't sign in, I'll upload a screenshot in a second go 100x slow motion and pull it until it until you get the message in the top left that the axle broke --- Post updated --- an issue I am seeing lately is the bar connecting both spindles together swings around when you break a wheel off and it gets tangled up in the other wheel and makes driving on 3 wheels almost impossible, was wondering if there was anything we could do about that because I would just tear it off with the node grabber but that takes the spindle with it
That's more or less unavoidable. I could disable collision triangles in the tierod, so it would at least lessen the probability of sticky collisions with other parts of the truck.
New beta files available. Unless this latest version summons Satan in your room or tears the space-time continuum of the universe, please... just enjoy playing it! Release planned for the coming Monday (10/06). Special thanks to @gameboy3800 for providing updated thumbnails and suggesting the best parameters for wheel hubs. Also thanks a lot to the "pre-beta" group of testers (gameboy3800, @jedipresence, @Mike Bevavava) for the massive help they gave me during the long debug process.