Well, after a surprising number of downloads (it's literally over 9000 at this point) i think it's time to make a thread so you can report a bug or make your suggestion. I won't work on it for a long time now, and it will stall after current feature list is finished, but may come back in the future. I plan to support it for compatibility with future BeamNG updates (if it ever needs). What's the plan? - boost gauges! - debugging - streamlining jbeam for better understanding, improved workflow and to optimize the size of the mod - better collisions Shipping process: Two new boost gauge bodies: 1/2 done. 4 base sets of boost liners (2 - bar, 2 - psi): 2/4 done. 4 emission textures for liners: 1/4 done. Needles for boost gauges: 4/4 done. Tow hitch bugfix: WIP. Testing: 0% Release: When its done.
Please make sure you have all steps done correct from "How to Install Mods". Since I have no other reports, after you checked all of the above, send me any additional info - screenshots, logs, folder structure, etc., and i will try to figure it out. So far mod worked with both auto-install from repo, manual install from repo and manual install with archive sent through any medium. Sorry for reply taking so long NB: mod was made in 0.31 version, and fully compatible with 0.31, 0.32 and 0.32.1 (latest), as well as mods listed on repository page. I cannot guarantee proper mod function in versions older than 0.31. There are no reported compatibility with other mods as well, but this may happen in specific cases. Please list any mods for Bluebuck you have already if you do.
I found a bug when you select the "Tow Hook" option on the car, the gauge goes crazy (Regardless of position and style). "Column" and "Right" position shake while "Left" position breaks but leave the needle. I do have other Bluebuck mods installed but I do not believe they are the problem since this also happens on default configs when I tested it. Console mentions 2 material errors but these appear naturally when you don't have the Tow Hook option selected and don't seem to effect the mod at all.
Interesting. Probably has something to do with attachment nodes. Material errors are probably for entites not implemented yet, but added as meshes (their materials don't have any corresponding data other than mesh data). UPD: i found what's this all about with wobbling and breaking, will be fixed next update. Working on boost gauge rn, time to make it till release.
I've finally beat Blender, BeamNG materials and skin system and my own stupidity; new selection of boost gauges - coming soon!