Okay, will do. I was unsure how it should be handled specifically since traffic can spawn on dirt roads and navigate off road courses. I might not make it 0, though, as it looks like other non-street legal vanilla configurations are 5-10, including the Wydra.
“street legal” usually means that they have a plate. that would show that the vehicle was legally registered and was approved to be on the road. plus the kart should be at least a “0-2 or a “0-1” since they don’t have a plate and are definitely not allowed on the roads.
The Wydra fits these exact criteria and has the population value set to 10 and I don't see a skid steer being street-legal at all. However, this is intended to be a one-of-a-kind vehicle, so even lower would make sense. --- Post updated --- As usual, I failed to test everything properly before uploading the update. The controller setup I went with for the update is really bad and causes configs that don't use the dummy to break the game when crashing. To combat this, I am moving the controller to be a part of the base vehicle, which means that a CMU is no longer needed to be selected for the dummy or the torque vectoring diffs. The update will also include a few WIP changes I was working on including changes to the deformation of the pigeon body kit.
Changelog for the update I am posting tonight: Frames: Added CMU to all frames as part of the frame rather than a separate part Reinforced ref nodes and disconnected them from nodes that separate from the center frame This change significantly improves the stability of the camera. Even under super bumpy conditions in both the first person and third person views Suspension: Tweaked front limiters Wheels and Tires: Removed unused wheels Added all used wheel sizes to both front and rear Added most used tires to both front and rear Bodykits: Added extra nodes to the pigeon and hopper body kits aid in deformation and collisions with terrain and static meshes Changed the alignment of the wheel arches on the pigeon bodykit Misc: Changed population value to significantly reduce the chance of the kart spawning in traffic One issue I discovered, but will not be able to fix in time for this update is that some nodes will affect the center frame even after the beams have broken. This includes the dummy, the fuel tanks, and the wheels. This does not occur all the time, so it has been hard to try to pin down a source. The file size is also significantly larger than before due to the new textures. I will be working on putting in reduced sizes for the less detailed textures for the next update.
I just might. It's surprisingly easy to do. Now that I think about it, the piccolina body would be perfect since it already has the body cut in the rear for an engine and it has the offroad body
now that's what I wanna hear! Piccolina would be awesome also... just a bit partial to the Covet since I'm a bit of a Honda fanboy lmao. I see this quickly turning into *the* kart mod for BeamNG... of course Drowsy's Flea kart is incredibly premium, but his customization is a bit lacking at the moment, and you just can't beat how modular your Kart is becoming. incredible stuff so far man, and thanks for being so active on this thread... wish more creators had this level of engagement/communication.
Apparently, the forum doesn't like me posting shortly after replying to someone. Ended up erasing my reply I figured I'd start the next changelog here. Now that I have the textures arranged, I am moving on to fine-tuning the frame stability and deformation. As I expect I will get tired of tweaking values and testing, I will also be looking at other areas such as the non-race kart tires, editing existing body kits, and adding new body kits. Frames: Adjusted deform values to be in line with the pigeon frame. I might reduce this since the IRL frame was significantly weaker than even a kei truck frame Adjusted front and rear subframe connections They are now much stronger and require a head-on hit at 100-ish mph to break off or a fall from a decent height, Changed breakgroups Some were leaking and I could not isolate them Fixed leaking breakgroups. This was due to my misconception as to how the powertrain breakbeams worked Fixed deformation missing from the front end I neglected to connect the new mesh helper nodes to the front subframe, which prevented the front of the center frame from being deformed Redid front end precompression again I made these changes while referencing the advanced wheel debug, which helped me make even more minute changes Added caster and camber variables to the tierod precompression Now the caster and camber adjustments shouldn't affect the toe angle much at all. Changed beam connections between the front subframe and center frame. Front Suspension: Added breakgroups to the front limiters previously, they would not break and could cause instability when the rest of the suspension deformed after a hard crash Added breakgroups to the front arms Each arm can now break independently of the others Adjusted limiters They were set way too long and the coilovers were the only thing preventing arm inversion Removed a few unnecessary beams These were added in the early days of the mod to prevent the front wheels from wiggling too much under power, but it is not needed any longer Tightened the steering beams Tightened the tierods Tightened the hub connection to the wheels Added new hub options These are 3, 4, and 5 lugs Changed coilover mount posistions This change aligns the coilovers directly with the front arms Previously, I just slapped a number in for the position because the upper mounts on the IRL kart were loose on the Y axis. Redid wide front suspension Might be a little jank due to time constraints, but it functions well enough for now. Rear Suspension: Independent Rear Suspension Removed the anti-shake beams Properly centered the rear suspension It was offset a little bit, but it was enough to cause the camber and toe adjustments to not work properly Adjusted coilover nodes to more closely match mesh. Adjusted coilover mesh groups to make deformation look better Separated right and left coilover meshes Solid Rear Axles Changed beam connections Fixed mislabelled node in left wheel connection Truck Axle Lowered the axle significantly to better match reality Wheels: Changed the strength of the 16x4 wheels and adjusted node positions They should no longer deform strangely at high speeds or under high torque Tires: Adjusted beam values of the 23x4 tires Textures: Reduced the size of several textures, resulting in a reduction of over 100MB uncompressed and a compresssed reduction of around 90MB Corrected a few textures that were overly bright For some of them, I exported them in the wrong format (BC7 Linear vs BC7 SRGB), which caused a huge difference in the resulting brightness of the image. Engines: Changed sound for the 1000cc engine This is temporary until I can get recordings that are not filled with distortion unless this sound is preferred overall The issue seems to only be present at the higher RPM ranges (9-12k), so it does not affect the 750cc engine too much. Changed 1.5L engine model to the new covet 1.5L was previously using a version that was still called hatch This is WIP as the exhaust and driveshafts are part of the engine mesh for now. Misc: Added a Covet bodykit Not yet jbeamed, but it shows up when selected Added a Piccolina bodykit Fully jbeamed and tested The connections to the frame might be a little bit too strong and this may change in the next update. Changed beam connections to the center seats Finally got around to implementing brake thermals I previously set the material type to something invalid --- Post updated --- Thank you for the kind words! I cannot believe that I forgot the covet was the honda civic stand-in. It would fit the theme of the kart very well due to all of the IRL non-frame parts being sourced from honda motorcycles and scooters. I really like the Flea and the NG super4. They are really good small vehicles, which were severely lacking in beamng outside of the autobello and tracqueur karts. And those haven't had any real support for quite a long time. It really does help seeing how others solve the problems of the small vehicle size since ones of this size are very rare so far. I like posting a lot on this thread because it helps me keep track of the progress as well as (hopefully) provides insight into the decisions I made regarding the kart. Edit to add: The reason why I can make this kart so modular is that it is very simply constructed. If you wanted to change something, even IRL, it would be a fairly simple task. The kart irl was constructed very similarly to how I have it modeled and the only real differences are that I did not model any of the electronics and the front right plate is actually a mesh irl (change pending skill issue correction). For instance, when it was time to put the 1.5L on, the frame was strong enough to hold itself without modification for a little while until the torque almost ripped the frame.
I will be uploading an update soon. Through testing I discovered a line that I neglected to erase which breaks the game. Since this is a major issue I will be getting the update in place ASAP and it will include the above items in their current states. Any that are not quite ready for update are marked as such. I apologize if anybody ran into this issue and for how long it took me to notice it! Edt: I may not be able to get the update in tonight. I was making some major changes to the precompression of the front subframe and in its current state, it is definitely sub-optimal. I expect I should be able to get it finished tomorrow, though Edit Edit: The part causing the problem is the front wheeldata for the standard and welded front suspension. The IRS frame does not have this issue.
Loving the bodykits that have been added. You could totally make a dangerous soapbox rally by adding bike tyres, removing engine and putting bodykits on lol
It's not quite bicycle wheels, but it has 16x4 wheels that have dirt bike tires. The raised 5 lug rear should be able to mount IYB's bicycle tires, although it will not be stable if the front subframe breaks off until this update is posted.
Update status update: I got the changes straightened out and now just need to copy them to each of the front suspension jbeams. This also applies to the much ignored wide suspension, which will have the front end updated to my new standards as well as new meshes that match the new UV map. I can confidently say that this update will be uploaded tonight. As usual, it is much more expansive than I originally planned and instead of adding a ton of new parts, it only adds two and focuses more on improving what is already there. It is stable enough now that the 1000cc welded front config requires almost no steering input to go in a straight line. For those who get directed here instead of the front page: If you do not wish to wait for this update to properly use the standard and welded front configurations, you can manually remove the bad section from the mod. All it is is a section called "breakTriggerBeam" in the "bigkart_wheeldata_F" part in the file "bigkart_suspension_F". You can either delete that entry from the powertrain section of that part, or just clear out the array. Below is an image of how the breakTriggerBeam section should look after you edit it. Edit: The picture came out way too tiny. The lines should read: ["shaft", "wheelaxleFL", "differential_F", 1, {"connectedWheel":"FL", "breakTriggerBeam":[], "uiName":"Front Left Axle", "friction":0.65, "dynamicFriction":0.00127}], ["shaft", "wheelaxleFR", "differential_F", 2, {"connectedWheel":"FR", "breakTriggerBeam":[], "uiName":"Front Right Axle", "friction":0.65, "dynamicFriction":0.00127}],
With this update posted, I will be continuing working on the alignment and the stiffness of the suspension arms. Currently, and even more so previous to this update, the wheels were almost never pointed in the same direction, or offset the same amount. The front end is going to need a ton of tweaking to make it more resistant to misalignment due to camber and caster changes and I need to start working on the independent rear. The axles are also going to get more attention since I noticed that they always have a bit of negative camber. My goal for near perfect balance is only going to be related to configs that are centered(center driver, engine, and twin fuel tanks). Aside from the suspension, I plan on also revisiting the jbeam structures of the bodykits and starting the covet bodykit. The piccolina is closer to what I imagined when I started on the idea to have bodykits, so I will be fine-tuning that bodykit and the others will be altered based on it. Of course, I will also continue fixing up anything else I notice while addressing the above and any feedback I receive. Due to how in-depth and how much of the process will be extremely minute changes, I do not know when to expect the next update. However, I do plan on getting it in as soon as possible since the covet bodykit has no jbeam at the moment. This will also be the start of the changelog for the next update: Front Suspension: Welded Increased spring of wheel rigidity torsion beam Adjusted precompression values I still have to tweak the toe angle adjustments, but the camber and caster adjustments no longer stress out the frame so much, even at max settings. Added additional support beams Added a rear tie rod Reduced high beamdamp values Added a variant that is much more resilient, but heavier Independent rear frame: Adapted changes to precompression to the IRS frame Changed suspension limiters No more shaking when fully extended Adjusted suspension mount nodes Added steering damper with mesh Looks a bit silly, but I hope it illustrates what it's doing. Added a dedicated part for the IRS frame steering This is due to the IRS frame being subjected to much stronger forces than the standard frame with the solid rear axle. Reduced high beamdamp values Added a slider for offsetting the height of the front wheels Standard: Added new alignment changes Changed limiter types Reduced high beamdamp values Added a slider for offsetting the height of the front wheels Steering Added a steering part specific to the welded front suspension This includes the rear tie rod, which would not work with articulated suspension Added a reinforced steering part Adjusted precompression settings for the tierods Added a steering part specific to the 1.5L Tractor config This uses the steering rack and tierod from the Covet Added a rear seat steering wheel The wheel itself is from the Roamer The steering column is custom Yes, one of the steering column mounts was welded to the engine. Rear Suspension: Big Rear Axle Changed breakgroups Changed beam structure Changed node locations Adjusted wheel position Adjusted brake mesh Raised Rear Axle Adjusted spring value of wheel rigidity torsion beam This helps the wheel stay upright when cornering or under a lot of weight Added a version with a diff Independent Rear Fixed precompression issues Fixed tierod imbalance Changed limiters Standard Rear Axle: Reduced huge beamdamp values Electric Rear Axle: Updated beam structure to match the raised rear axle Engines: 1.5L Added exhaust mesh Fixed exhaust jbeam structure Added engine mount meshes Completely changed engine mount structure CVT Engines Reworked audio files for cvt engines (250, 450, and Predator) Should no longer have any popping or clicking and sounds much more consistent V10 Added intake, exhaust, transaxle, and transfercase Strengthened engine mount beams Electric Motors: Changed motor mount structure Dummy Added rear seat dummy Changed breakgroups to force the dummy to fall off if the seat breaks off Added drag Seats: Redid attachments to the frame for the rear seat Changed strength values Tires: Kart: Adjusted values to more accurately mimic the performance of similarly proportioned race tires Removed Medium and Super Hard variants as there wasn't enough of a difference in those to justify their existence Bubble: Adjusted values to be more proportional to crawler tires while retaining the squishiness All-Terrain: Same as above Race: Same as above Sport: Same as above Standard: Same as above Wheels: Adjusted 4x4 and 4x6 wheel spring values Textures: Updated the rusted metal texture to be closer to the metal under the paint of the worn paint skin Misc: Adjusted several configs to align with the new alignment. Finished Covet Bodykit Changed the low-end race configs to use the Covet bodykit This is due to the Covet bodykit being equipped with a spoiler Changed beamspring of headlight connection to the frame
loving the Covet body! thanks a ton for keeping your ears open to feedback/suggestions. A+ mod, A+++ modder.
Figured I'd come in with a progress update. This update is coming along slowly as I am needing to make minute changes and test them thoroughly. However, the changes I have made so far have been worth it. The handling is almost exactly how I imagined now and most of the bounciness is gone from the welded front configurations. I am still coming up with formulas for each affected beam to make sure that there is little to no stress when changing the camber, caster, and toe throughout their entire ranges. I am also working on the deformation and breaking of the front and rear suspension arms. This is something I have really ignored from the beginning and just set everything to not deform or break, so this has been the most frustrating part of working on this update. The biggest obstacle so far has been the wheel node deformation on the rear hub. It has a tendency to bend quite a bit, sometimes more than 15 degrees, without showing any deformation in the debug tools and without deforming the hub in any way, so it has been a slog to get that working as planned. In more positive news, I finally got around to making the 1.5L and V10 configs look more complete rather than just being an engine block slapped onto a frame. The 1.5L config now has engine mounts, intake, exhaust, steering column, dummy, repositioned seat, structural reinforcements, and a sturdier front suspension. The V10 config now has the intake, exhaust, transaxle, transfer case, and a rear diff. I do want this update to be THE handling update, so I am going to take my time with this one. Unless of course any major issues are reported with the current release. The release date is going to be up in the air for now, until I get closer to being satisfied with these adjustments.
Okay, so it turns out that fixing most of the tires was far easier than I anticipated and once I figured out the precompression of one front end, it was nearly identical across all of them. The rear ends are stable, but I want to spend the next day or so tweaking them to not have any sort of vibration when idle. I have all of the major points covered for this next update, so it's just down to testing each of the configs in their intended setting and tweaking the electric and big rear end to be more stable, then we'll have a new update in place! I feel like I say this every time, but this update improves the drivability significantly, but the difference this time is that almost all of the configs handle more naturally and don't feel like they have a vacuum underneath them in order to compensate for being unstable. The soft tires on the welded front configs keep traction until around 1.8Gs and the hard tires until around 1.6. Starting a slide no longer means losing control and drifting the 1000cc welded front config is possible and doesn't bounce the kart apart anymore. I also broke through the last wall I had with the maximum speed for the ultra tires, where previously they would become unstable at 150mph with downforce and 100 without, they now stay stable up to 220 with and 150 without downforce. With all of this said, expect an update to be ready soon. The only delay I foresee is if I discover a major issue during testing over the weekend.