Unsolved F-18 trying to make

Discussion in 'Mod Support' started by blueTrain05, Jul 6, 2025 at 5:06 PM.

  1. blueTrain05

    blueTrain05
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    Feb 7, 2025
    Messages:
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    hi i am trying to make a F-18 and i am using the Jbeam editor in visual studio code and when i try to see the mesh i have downloaded i dont see it with the flexbodies can someone help me pls (i havent got much bc i am trying to do this first)
    this is my code


    "f18": {
    "information": {
    "name": "F-18 Hornet",
    "authors": "Me",
    "type": "vehicle",
    "description": "Basic F-18 jet mod placeholder"
    },
    "slotType": "main",
    "flexbodies": [
    ["mesh", "group"],
    ["F-18model.dae", ["a1", "a2", "a3", "a4"]]
    ],
    "nodes": [
    ["id", "posX", "posY", "posZ"],
    ["a1", 0.0, 0.0, 0.5],
    ["a2", 1.0, 0.0, 0.932],
    ["a3", 0.0, 1.0, 0.932],
    ["a4", 1.0, 2.181, 1.181]
    ],
    "beams": [
    ["id1:", "id2:"],
    ["a1", "a2"],
    ["a1", "a3"],
    ["a2", "a4"],
    ["a3", "a4"]
    ]
    }
    }

    also the file that is .DAE is called F-18model
     
  2. jgb

    jgb
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    Hello! There are some fundamental issues with this code, as it seems like it is mixed between what should be the info.json file and the main jbeam file.

    For the info.json file, I have:
    {
    "Name":"F-18 Hornet",
    "Author":"blueTrain05",
    "Type":"Aircraft",
    "default_pc":"Base"


    }


    and for the main jbeam file, you need some things like ref nodes, and node groups.
    for the simple part of that, I have this:
    {
    "f18_fuselage":{
    "information":{
    "authors":"blueTrain05",
    "name":"F-18 Hornet Fuselage",
    "value":25000,
    },
    "slotType" : "main",
    "slots":[
    ["type", "default", "description"],
    ["f18_wing_left", "f18_wing_left", "F-18 Left Wing"],


    ],

    "controller": [
    ["fileName"],
    ["vehicleController", {}],
    ],

    "vehicleController": {
    "shiftLogicName": "dummy",
    },



    "cameraExternal":{
    "distance":70,
    "distanceMin":30,
    "offset":{"x":0, "y":0, "z":0.5},
    "fov":80,
    },

    "refNodes":[
    ["ref:", "back:", "left:", "up:", "leftCorner:", "rightCorner:"]
    ["f18_ref", "f18_refB", "f18_refL", "f18_refT", "f18f_1l", "f18f_1r"]
    ],
    "flexbodies": [
    ["mesh", "[group]:", "nonFlexMaterials"],
    ["f18_fuselage", ["f18_fuselage"]],

    ],



    //--Nodes--
    "nodes":[
    ["id", "posX", "posY", "posZ"],
    {"frictionCoef":1},
    {"nodeMaterial":"|NM_METAL"},
    {"collision":true},
    {"selfCollision":true},
    {"nodeWeight":13},
    {"group":"f18_fuselage"},
    //ref nodes
    ["f18_ref",0,0,0],
    ["f18_refB", 0, -5, 0],
    ["f18_refL", 5, 0, 0],
    ["f18_refT", 0, 0, 2],

    //other main fuselage nodes
    ["f18f_1", 0, 4, 0],
    ["f18f_1l", 2, 4, 0],
    ["f18f_1r", -2, 4, 0],
    //etc, you will need quite a few and the naming is up to you, just try to make it coherent enough for people to understand
    //the naming scheme

    {"group":""},





    ],
    //--Beams--
    "beams":[
    ["id1:", "id2:"],
    {"beamSpring":6000000,"beamDamp": 70, "beamDeform": 90000, "beamStrength": "FLT_MAX"},
    {"disableMeshBreaking":true},

    ],



    //--Collision Triangles--
    "triangles":[
    ["id1:", "id2:", "id3:"],
    {"dragCoef" :25},
    {"frictionCoef":1},


    ],

    },
    }


    Something important to note, if you are simply trying to get the model to show up at the moment, is that the flexbody section will not work if you simply specify a .DAE file.
    To get it to show up, you will need to import that file into blender, and grab individual mesh names. For example, open blender, click on the main fuselage of the f18, and look at what it is named in the scene tree/explorer or whatever you want to call that side menu.
    Take that EXACT name, needs to be spelled the same with capitals and special characters, and put that into the flexbody section where I put f18_fuselage(the first time)
    The ["group"] section of the flexbody refers to the {"group":"f18_fuselage"}, line in the nodes section. You do not need to specify individual nodes and it will not work if you do so.
    The refnodes section is important for the game to know how to position the model, rotation and position wise, as well as important to prevent the vehicle from often spawning inside the ground or under the map.

    The vehicle controller is used to show the game that this is a vehicle, instead of a stationary prop. That will allow the basic ui to appear, such as the speedometer and tachometer.
    The other vehicle controller section that defines shift logic, references a custom shift logic file I have that I can send to you when you reach that point, to make the speedometer gear indicator(where it shows PRND, or what gear the car is in)
    to show the throttle percentage.

    I believe I have explained everything I can think of to immediately help you get the model to appear, and will respond again to add anything I may have forgotten.
    I do highly reccomend you check out a modding tutorial, the one that I used when I started I cannot find, as it was part of the older documentation. However, the new documentation is very well done and I personally look at it for alot of stuff.
    Start here: https://documentation.beamng.com/modding/vehicle/intro_jbeam/

    Good luck!
     
  3. blueTrain05

    blueTrain05
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    THANK U it worked however it is vertical it just need to be rotated by 90degrees also this is the DAE if u need it (also i am doining the hull first)
    --- Post updated ---
    also this is not mine i was goin to put credits anyway but will i be alright? it was free to downlaod this is the link to that https://sketchfab.com/3d-models/mcdonnell-douglas-fa-18c-hornet-c68c8417c8e84864b2a5e0c35c178fd9?
    --- Post updated ---
    also this is my jbeam file bc i didnt put in all of the stuff u said bc i wasnt sure wat i had to change and not also i have NEVER made a mod and i am younger than most people making mods so i wont be as smart lol (but i am smart for my age)
     

    Attached Files:

    #3 blueTrain05, Jul 9, 2025 at 5:33 PM
    Last edited: Jul 9, 2025 at 5:43 PM
  4. bleussaille

    bleussaille
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    Seriously you are very good at coding and you have a great determination:
     

    Attached Files:

    • Capturedcran2025-07-04184929.png
  5. blueTrain05

    blueTrain05
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    thx
     
  6. jgb

    jgb
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    Sounds good!
    You should be fine to use the model as long as it is under CC(creative commons) which from looking at it you should be good as it says it is under that.

    For the rotating the flexbody look into the flexbody section of the documentation I sent you, they have a part about rotation, translation, and scale for them for you to use.
    As for not putting everything in, you should be good except the ref nodes, you will need those.(also not having those could be the reason the mesh is not orientated correctly, so please try to add those first.) the other stuff you can add as time goes on.
    And dont worry about being young, and just starting out. I am not as old as some would assume haha, and started a few years ago with a kayak mod, not a car mod.
    Good luck!

    (and i agree with the person above, we will watch your career with great interest haha.)
     
    #6 jgb, Jul 9, 2025 at 7:13 PM
    Last edited: Jul 9, 2025 at 11:28 PM
  7. blueTrain05

    blueTrain05
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    thx u r so helpful :)
    --- Post updated ---
    --- Post updated ---
    i just realised i did put all of ur stuff in do wat shud i do bc i cant find where it says about orientation
     
  8. jgb

    jgb
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    You can find almost everything for basic jbeam sections(but not yet complete for complex things like servos) at this page of the documentation website:https://documentation.beamng.com/modding/vehicle/sections/
    for the flexbody "orientation" I have also had some models that simply wont align correctly with the node group.
    For that, you use the "offset" values, in this case only edit the rotation values.

    For an example, this modified section of jbeam from that documentation website:
    "flexbodies": [
    ["mesh", "[group]:", "nonFlexMaterials"],
    //wheels
    ["f18_fuselage", ["f18_fuselage"], [], {"pos":{"x": 0, "y":0, "z":0}, "rot":{"x":90, "y":0, "z":0}, "scale":{"x":1, "y":1, "z":1}}],
    ],

    I am not sure what way it needs to be rotated, but for me the majority of the time I simply need to rotate either 90 or -90 on the x axis to get the mesh aligned. If that doesnt work of course edit the other values as well.
    --- Post updated ---
    Scratch needing to edit the flexbody section, I just imported the DAE and the parts have some modifiers and location, scale, rotation stuff not applied, meaning that when you export it they dont actually end up where they do in blender. To fix this, hit A to select everything, and go to object, apply, all transforms.(i am assuming you are using blender)
    here is a version with everything applied, when you have it ingame it should now appear in the correct orientation!
     

    Attached Files:

  9. blueTrain05

    blueTrain05
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    thx this works :)
    --- Post updated ---
    also how may nodes wud i usually have for the hull part?
    --- Post updated ---
     
  10. burilkovdeni

    burilkovdeni
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    I would say that in my personal opinion about 30 nodes because this is a plane and you may need to be more accurate to the shape.
     
  11. blueTrain05

    blueTrain05
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    also how may nodes wud i usually have for
    k thx u
     
  12. blueTrain05

    blueTrain05
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    Feb 7, 2025
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    i have this code which shud connect f18nose to f18c why does cant i see this in the visual studio code jbeam editor? this is the line of code
    ["f18nose:", "f18c:"],
     
  13. jgb

    jgb
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    hmmm, im not quite sure what you mean, you cant see this line in the code? or it doesnt appear to be adding the beam in the game.
    I am not sure why either of those would be, but I do not know about the games ability to have nodes with special characters like the : on those, and me personally I wouldnt add those as it can be an easy to miss thing when manually writing alot of the jbeam sections.
     
  14. blueTrain05

    blueTrain05
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    I am away this weekend so I won’t be able to do any soz
     
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