Solved Is dynamic changing of nodes' "frictionCoef" possible?

Discussion in 'Mod Support' started by SineMatic, Jul 17, 2023.

  1. SineMatic

    SineMatic
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    I'm currently making a mod which has some low friction panels (triangles' "groundModel" set to "slippery" and nodes' "frictionCoef" value set to 0.1). They collide with other vehicles just fine, but not with the ground. I don't want the panels to slide on the ground for a long period of time before coming to a complete stop, so I was wondering if there is a way of dynamically changing nodes' "frictionCoef" to higher values (when, for example, some breakGroup is triggered)?
     
  2. Agent_Y

    Agent_Y
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    You can add some other parameters to the nodes instead, that are specific to ground contact and not contact between vehicle parts. "noLoadCoef" would be the one I would use. These are normally used on tires but work on all nodes. If you set the frictionCoef and slidingFrictionCoef of the nodes to 0.1, you can set noLoadCoef to 10 times of your desired ground friction and you will get an acceptable behavior with ground contact. But remember to revert the coef back to 1 at the end of the nodes section.
     
  3. SineMatic

    SineMatic
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    Thanks man! I did exactly as you advised and now it works as intended.

    It would be great though if BeamNG could support real-time node and beam arguments changing, without resetting a vehicle...
     
  4. Agent_Y

    Agent_Y
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    Yeah would be cool, but it doesn't seem to be possible for most arguments. For friction though it should be, as the tire friction gets lowered when the tire gets punctured, so there must be some functions to do it. And weight works too since fuel weight affects the vehicle.
     
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