Yeah, I prefer to use the node/beam debug UI personally, since it shows the weight as soon as I spawn the car (and uses the node weights, instead of a calculation based on the deformation of beams). I've found a fairly wide range of weights depend on the variants, mostly in the high 500s and low 700s, depending on features and other things. The single bench base version is 680kg, which is "close enough" I think. Making it lighter w/o explosions has proven to be fairly difficult, due to the large number of wheels on the thing.
So, I've done some investigating. Seems like the asphalt on some maps is gripier than on the map I mostly used for testing (ECUSA) I've done some adjustements to the gearbox ratios, and made the brakes a tad stronger, and it seems to have fixed it. I've also deactivated oil starvation damage while I'm at it. Keep in mind that this is not meant to be a fast vehicle, and mainly meant to get you anywhere as long as the tires have enough traction. I do not plan on adding more engines. @Inn0centJok3r has climbed cliff map with the current repo version, so the power it currently has is plenty enough for what it's meant to do.
yeah, I heard about Inn0centJok3r's climb and went to do it myself, which I think started people noticing the oil starvation because I asked what the max inclines were... sorry about that...
TrackpadUser updated Labrador Beaver 8x8 with a new update entry: Minor fixes and transmission changes Read the rest of this update entry...
TrackpadUser updated Labrador Beaver 8x8 with a new update entry: Hub node group fix Read the rest of this update entry...
With new iteration of the vehicle I find it starts overheating instead of starving. Also I finally find that for more convenient of handling have set the Angle of steering to more high value: for my 900 degrees wheel I set 2000 value for feel ok with steering behavior. And the question: why steering has no FFB while it even exists into config settings? I have to set Spring FFB at driver's options to partially resolve this kind of lacking.
Steering relies on hydros, which are beams that change their length depending on an input. Since there are no hydros here, and it instead uses breaks , there's no FFB.
But in config of the vehicle FFB has. Is that bug? Anyway it's not great without FFB yet (at least light spring force).
Might happen at some point, although I'd probably need to make a custom trailer as well. Vanilla trailers have a tendency to sink when you put them in water. I'll see if I can cheat the game with a hydro that just tries (and fails) to pull the chassis together, which should give you some sort of self-centering force. Main issue is that due to my wheel set-up it's a pain to do FFB testing.
I've been hoping you would say this. And as luck would have it, I have ready access to an official ARGO trailer. If you need measurements, or reference pictures of a component, hit me up.
**This is not an attempt to self advertise** Please note that im trying to point something out, this is a bug report. I apologize on my behalf for the editing, i would have uploaded the raw footage if i could. In this short video, one of the tires falls off, and from what i can tell the bottom of the vehicle appears to completely lift and shoot up into the air nonstop. I did manage to recreate this myself, there's something utterly wrong with the weight of it and it seems to defy gravity.
Yeah, someone else reported that earlier, and it popped out in testing as well. For a TL: DR, flotation in beamNG works by using pressure groups, which is a defined group of colTris that form an enclosed box. They are known for being quite finicky, resulting in "ghost forces". I suspect it doesn't like the flared front and rear, or when the flotation box gets deformed too much, which would cause the downward force and with the flying.
great mod maybe a side by side thing could be based off this with some heavy modifications something like this
"Heavy modifications" would be an understatement. Maybe a downsized trackfab unlimited would be a little bit closer, perhaps with the engine of this thing.