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How would I spawn a car without car physics?

Discussion in 'General Discussion' started by Greeny908, Jan 29, 2021.

  1. Greeny908

    Greeny908
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    Allow me to explain. I need to be able to spawn cars that have the same physics as non-entities. Collisions would be enabled, but the collision would be more like crashing into a rock or a tree. The car without physics would not move or be damaged at all, only the car that crashed into it.

    I need this so that I can fill up maps and make them feel less empty. When I drive in Italy, ECUSA, and WCUSA, I feel like I'm in a zombie apocalypse because there are no parked cars. These physics-less cars would only serve the purpose of filling up the map, making it feel more alive, and tightening the roads thereby making it more challenging to drive.

    I've tried using cars as they are, but my frame rate drops below the playable rate of 20 FPS after around 12 cars, and that's not nearly enough to fill any urban place up. I thought it would be fine like that because their entire purpose is to stay still, the car has no AI, but it still lagged because it still had soft-body physics and still was affected by wind and stuff like that.

    Any suggestions are welcome. I'd even go so far as to go into the car's code and change it's physics to hard-body physics, and save it as a new car. Just anything to be able to properly maneuver myself in towns and parking lots and add that extra challenge.
     
  2. IDontKnow

    IDontKnow
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    You can disable collisions to save FPS.
    Click on Options, then Gameplay. Scroll down to Physics, then click on Disable Vehicle Collisions.
     
    • Like Like x 1
  3. Greeny908

    Greeny908
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    Does that disable soft-body physics, or does that make it so that you can drive through vehicles the same way you can drive through roadsigns?
     
  4. Kasir

    Kasir
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    The cars will just drive through each other, you'll still collide with the environment.
     
    • Agree Agree x 2
  5. LucasBE

    LucasBE
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    You can't do that
     
    • Agree Agree x 1
  6. SuperShep1

    SuperShep1
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    I think he means non-deformable low quality cars that just drive around
    there is a mod pack called #Drive car pack, which are cool cars that are getting ported from a cool mobile game. Maybe wait for that to be released or download some crappy russian mods lol
     
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  7. Greeny908

    Greeny908
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    Yes, exactly. Non-deformable cars. Whether they can drive or not is irrelevant. When will #Drive be released, and where can I get one of those crappy Russian mods?
     
  8. FS16

    FS16
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    he means placing no-physics cars as level editor props. idk how to do that, but its def possible so if someone smarter than me could chime in thatd be great
     
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  9. Greeny908

    Greeny908
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    Yes! Exactly that. Preferably not through the level editor but I'll happily do it if it's the only way.
     
  10. Sithhy™

    Sithhy™
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    Export the whole car from Blender as one file & then import in the World Editor?
     
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    • Agree Agree x 1
  11. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

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    That would almost work, the wheels wouldn't show because they are in a separate folder and there would be many clipping parts because there would be all the different variants of all the parts at once
     
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  12. FalloutNode

    FalloutNode
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    add the wheels and remove the parts you dont need. bruhe.
     
    • Agree Agree x 1
  13. Greeny908

    Greeny908
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    How exactly would I do that?
     
  14. IDontKnow

    IDontKnow
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    Parts selector, then remove some parts, but not all of them so that the car is still recognizable, and done!
     
  15. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

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    Bruh no that's not how it works. Parts selector doesn't change the dae file.
     
    • Agree Agree x 3
  16. IDontKnow

    IDontKnow
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    Oh, that's what they meant. I am dumb.
     
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