We have vehicle suggestions, why not slide node suggestions. I'll start. Why not make a piston? This could be used to fling cars or push them. You could also attach it to a derby car for a weapon. You could also make hydraulics with them being controlled by an ui app.
A Sledge for tractor/truck pulls. The big weight (says iron man on it) slides forward to make the front end (of the trailer) dig into the ground and make it harder for the truck/tractor pulling. If you want to learn more, see here
Oh yeah we need a sliding door on the vanster. And that sliding rear door that gabe modeled for the H45 cargo box but couldn't code because no slide nodes.
Unfortunately, his "tank" was more of a large box with thrusters on it, not exactly what an armored vehicle buff such as myself is looking for. I want fully beam simulated tracks, all the better to crush cars and conquer terrain with. I'd be interested to have a link to the person who was/is making a simulated tracked vehicle, as I'm not aware of any that currently exist that are still in progress.
You cheeky ninja, you. But yes, allow me to express my feelings regarding the likely products of this development:
I have three new ideas, an adjustable ramp, controlled by pistons, a raise-able/lower-able platform and an automatic spoiler, like in the veyron or mp4-12c ideas in pics https://www.google.com.au/url?sa=i&...Apo5Qm0aOW1kpwIkYrhKlvmw&ust=1403844294830609 https://www.google.com.au/url?sa=i&...o_sZwmR54qqhQTwKRLmsBG3A&ust=1403844334425018 https://www.google.com.au/url?sa=i&...3QVnILRwU64ITD6zd0Q6vrzQ&ust=1403844604335069 - - - Updated - - - Maybe we could have a car loader like this, either attached to the t75(when released) or the h-series. http://1.bp.blogspot.com/_s_W_zcBGc2M/S8oUcJNIcwI/AAAAAAAACaI/KoBBmKz5hJ4/s1600/Larry's+Corvette.1.jpg http://4.bp.blogspot.com/_s_W_zcBGc2M/S8oUfN-Pz9I/AAAAAAAACaQ/7JcpTO6Um88/s1600/Larry's+Corvette.2.jpg P.S Could we get some more suggestions, we now have slide nodes, why not use them.
You're a bit late to this thread and your post is what would be considered a bump. Best avoided in the future. We do actually have slidenodes in the game now. In case you aren't familiar with how a vehicle works in BeamNG. A vehicle is made up of a 3d mesh, textures and a JBeam. The mesh and textures are what you see on your screen and the JBeam is the actual physics structure the game sees and uses for collisions, handling and everything that involves the vehicle actually moving rather than looking pretty. Should be noted the poor quality 3rd party mods that get slated from these forums (world of mods and the like) usually only change the mesh and textures while reusing the JBeam of an existing car, so while the car might look like a pagani zonda, physically its a civetta bolide. A JBeam consists of nodes, beams and coltris. A node is simply a position in 3d space, it has an X, Y and Z location for it to be placed into the space and a mass, yes, nodes are the source of weight for a vehicle in BeamNG. A node does not have a size, but a node cannot pass through a coltri, I think nodes can technically hit each other but lacking size, they are never going to hit each other. Beams link nodes together. 2 nodes only. The beam possesses a few spring and damp properties to allow for movement as well as an overall strength (for it to break). Create some nodes, link them up with beams and you already have the majority of the vehicle defined. An impact to 1 node would cause the force to be applied to any beams its connected to and in turn to any nodes those beams are connected to and that goes on and on until the entire vehicle has had its physics structure updated. If you've ever come across geomag or magnetix toys, the nodes are basically the little metal balls and the beams are the magnets linking them. Its just our beams arent necessarily 100% rigid, the ones making up the frame of the D series may well be, but suspension shocks are made up of very springy beams. Coltris are then simply flat planes that link 3 beams. The 3 beams chosen have to form a triangle. There will then be a solid surface between them. This is so when 2 vehicles collide, there is actually a surface for them to collide against. A slidenode is a very special node. For most intents and purposes it is just a regular node with a starting position, mass and the ability for beams to connect to it. But when you create a slidenode, you define a beam for it to connect onto, the slidenode can then slide up and down the axis of that beam. If I say created 2 zipwire platforms with a massive beam linking the 2 much like the rope would on a real one, then created a slidenode linked onto that "rope", the slidenode if it started the simulation at the top platform would slide along the "rope" to the bottom platform. A small cargo platform could also be made of normal nodes and beams with a few beams linking it to that 1 slidenode, you would then have a platform for cargo sliding along the zipline. There are also hydro beams which in response to keyboard inputs can extend or shrink. The steering racks in all the default vehicles are made up with 2 slidenodes, some other beams and a hydro to push the steering rack left/right. A hydro could link the top or bottom platform of my zipline to the slidenode already on it and turn it into a cable car. If you play around with the debug settings in game you can have the game render the JBeam of the vehicle.