Oh wow, looking great so far ! About that tutorial, it should still apply today but it's a bit complicated to learn. The structure of your trailer looks a bit like a goose neck trailer (which it actually is isn't it) so I would try to get a hold on one of those mods and try to learn from their jbeam structure or possibly adopt and adapt them. ( hah sounds funny : adopt and adapt ) The thing is : you need at least four nodes connected rectangle-like in the game for actual mesh to be applied (visible) on if I'm correct. The mesh will be there but easily deformed if the jbeam structure isn't accurate enough.
I haven't gotten anything into the game at all yet... Imight try a very simple like 8 or 10 node jbeam next.. although mine really wasn't that complex.
You could always try one of the vanilla trailers too to 'slab' your mesh on, it's not gonna look nice but I guess it works and then you have something to work with.
So, I'm resurrecting my thread because i have this in game now. I have a wobbly but mostly functional Jbeam... I can't figure out how to get the mesh into the game though. Anyone know of a newer tutorial than https://wiki.beamng.com/Introduction_to_Vehicle_Creation this? It made no mention of the folder structure required for it to show up in game at all and seems to be rather out of date. I have questions. I have attached the texture mesh structure of the required files, I'm sure i'm just missing something or my info is out of date ... mesh name is 360trailerexp.dae
Nice ! Remember the next things first : the name of your .dae file doesn't matter, the game is looking for object names in the jbeam file of your trailer there has to be a 'flexbodies' section, in that section the object name of your 'Blender file' should be Just start out with checking that
Yeah, i finally figured it out. It seems all of the mesh references have to reference the part in the DAE. That little detail wasn't mentioned anywhere. I think i have more jbeam work to do.
Anyone happen to have a complete reference for properly adding pressurewheels? the only wheels I've added so far are effectively flat. I can't find a whole bit of code to copy from something stock in the game, and all the tutorials I've found are ancient. Here's the code i'm using currently: Currently i'm missing something and it's causing a crash Code: "pressureWheels": [ ["name","hubGroup","group","node1:","node2:","nodeS","nodeArm:","wheelDir"], {"disableMeshBreaking":false,"disableHubMeshBreaking":false}, //general settings {"radius":0.24}, {"hubRadius":0.15}, {"hubWidth":0.145}, {"tireWidth":0.125}, {"numRays":16}, //hub options {"hubBeamSpring":201000, "hubBeamDamp":10} {"hubBeamDeform":"FLT_MAX", "hubBeamStrength":80000}, {"hubNodeWeight":0.10}, {"hubNodeMaterial":"|NM_RUBBER"}, {"hubFrictionCoef":0.58}, //0.28 //general tire values {"nodeWeight":0.1}, {"nodeMaterial":"|NM_RUBBER"}, {"triangleCollision":false}, {"pressurePSI":30}, {"maxPressurePSI":1400}, {"reinforcementPressurePSI":33}, {"dragCoef":5}, //Left Front wheel {"propulsed":0}, {"brakeTorque":500}, {"parkingTorque":0}, {"wheelOffset":-0.95}, {"selfCollision":false} {"collision":true} ["FL", "wheelFL_g", "", "a0", "a3", 9999, "cn5", 1, {"speedo":false}] {"propulsed":0}, {"hasTire":true}, //Right Front wheel {"propulsed":0}, {"brakeTorque":500}, {"parkingTorque":0}, {"wheelOffset":0.95}, {"selfCollision":false} {"collision":true} ["FL", "wheelFR_g", "", "a0", "a3", 9999, "cn5", 1, {"speedo":false}] {"propulsed":0}, {"hasTire":true}, //Left Rear wheel {"propulsed":0}, {"brakeTorque":500}, {"parkingTorque":0}, {"wheelOffset":-0.95}, {"selfCollision":false} {"collision":true} ["FR", "wheelRL_g", "", "a4", "a7", 9999, "cn7", 1, {"speedo":false}] {"propulsed":0}, {"hasTire":true}, //Right Rear wheel {"propulsed":0}, {"brakeTorque":500}, {"parkingTorque":0}, {"wheelOffset":0.95}, {"selfCollision":false} {"collision":true} ["FR", "wheelRR_g", "", "a4", "a7", 9999, "cn7", 1, {"speedo":false}] {"propulsed":0}, {"hasTire":true}, ],
First of all don't use the outdated system of wheels having pre-equipped tires, brakes and spindles. It's way harder to manage them like that, you can't remove any part so you can't tell which one is the problem. Separate everything properly based on vanilla vehicles. Second, what size are your wheels exactly, and how many lugs? You should base your values on pre-existing vanilla wheels with a similar size and the same amount of lugs. Third, don't just copy+paste the left wheel code to the right one, that won't work and it's probably your issue here. Fourth, the node1, node2... values you have should be standarized with official vehicles or else we can't tell what you could have done wrong there, you need to find one with the same suspension setup and rename everything in your hubs and wheels accordingly. And also fifth, who said adding wheels is easy? If your suspension is set up wrong (as in too different from official vehicles) then they won't work either, you should try any official wheels (I can tell this doesn't support universal wheels and that's an issue to test this too, remake the slots system to add the support and test it).
So far, I haven't had much luck copying wheels or a whole suspension over. I did briefly try moving it to the large dual-axle trailer, which i essentially fitted the frame to. Not sure what lug size, but standard trailer wheels should fit just fine. were this to exist IRL it should PROBABLY have larger trailer wheels due to extra weight, but this whole things basically a experiment anyway. It might not currently support universal wheels, but I'd happily make it if i could find some documentation. Both wheels are currently the same and just using a offset on the same axle. I designed it as a simple leaf-spring, so i figured that was a reasonably good approximation. My suspension is working currently, surprisingly well actually.
You can't tell if a suspension is really working well or not until you have wheels, and if you can't even attach the universal wheels then there's definitely something wrong. The wheels completely change the weight and stiffness distribution of the suspension when attached, if they can't be attached at all then it might be too stiff. And you really should separate the wheels, tires, spindles and brakes instead of using one large piece of code for everything where it's impossible to find out what is broken.
Adding to what Agent_Y said, since your trailer will carry two cars, i'd try to add the D-Series hubs, so you can choose 4, 5 or 6 lug wheels for the trailer, to handle better the weight.
So, I've got the wheels technically attached properly now. I essentially just moved mine onto the heavy trailer jbeam but I've run into another problem. It seems to spawn all the meshes at X0 Y0 Z0m meaning the wheels are spawning attached ABOVE the trailer instead of below it. How would i go about specifying what coords a mesh is supposed to load at?
So, i ended up making some more changes to the jbeam and the DAE file and it works now! I should have a alpha out tomorrow or maybe Tuesday.