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Announcing Automation & BeamNG.drive collaboration!

Discussion in 'General Discussion' started by Nadeox1, Jun 15, 2018.

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  1. KozyKat

    KozyKat
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    Ok, thank you.
     
  2. Acrain7

    Acrain7
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    edit- first post was in the wrong thread lmao

    How will the new cars work performance wise in comparison to the old ones? if they are much better FPS wise, i think that they could be a LOT of fun for scenarios and AI Traffic!
     
    #322 Acrain7, Jun 25, 2018
    Last edited: Jun 26, 2018
    • Like Like x 4
    • Agree Agree x 1
    • Informative Informative x 1
  3. Daffyflyer

    Daffyflyer
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    Automation Team

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    Performance varies a fair bit depending on how many fixtures you stamp on to the car, but I'd not expect them to be meaningfully better FPS wise.
     
    • Informative Informative x 2
  4. workclock1©

    workclock1©
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    Quick question, how exactly is the JBEAM Exported? How does it just randomly create itself?

    This has been on my head for quite a while now, how does the JBEAM Just generate in a matter of seconds?
     
  5. silvermanblu

    silvermanblu
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    From my understanding is it is pretty much a modular Jbeam. Then it just incorporates whatever suspension and engine stats you build. The bodies will not deform correctly, but they will handle to your specifications.
     
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  6. Honest Nick

    Honest Nick
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    I have a question. Cars would have a working blinkers? It would be a nice, because devs working with dynamic AI-traffic now...
     
  7. ¿Carbohydration?

    ¿Carbohydration?
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    Banned

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    Will the kee version of the game be supported?
    Will modded automation parts work?
     
    • Agree Agree x 1
  8. Nadeox1

    Nadeox1
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    BeamNG Team

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    Only UE4. Kee is deprecated.
    For the other, see first post.
     
    • Informative Informative x 5
  9. Daffyflyer

    Daffyflyer
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    Automation Team

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    Poor tuning etc - It won't fail in Beam because of that currently but it will run terribly (very little power) in most of those cases

    2. Sure, they're just DAE files, you can use them as a base for whatever mod you like :)
     
    • Informative Informative x 1
  10. rottenfitzy

    rottenfitzy
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    @Some Dood
    It exports the engine as a torque curve, so if the engine is knocking and making 20hp out of a 8.0l V12, then that curve will be exported, meaning that the knocking engine will make 20hp in game.
     
  11. DriftinCovet1987

    DriftinCovet1987
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    Will there be any chance of the Automation cars' lights working in the future? I'm especially asking about the pop-ups, as Simraceway's pop-up cars did not have their headlights working (something which seriously annoyed me back then).
     
  12. Kueso

    Kueso
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    I think it will be a possibility, but probably not a thing in the updates initial release, as that requires a more advanced JBEAM than what the exporter currently supports.
    maybe a later update, but I'm not entirely sure
     
    • Agree Agree x 2
  13. Daffyflyer

    Daffyflyer
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    Automation Team

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    Lights working is something we'll look into for a later update.

    Pop-ups will never work, although we do have popped versions of them in Automation, so you could have your popups always up.
     
    • Informative Informative x 4
    • Agree Agree x 2
  14. General S'mores

    General S'mores
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    Will there be a expansion of model years later on from the merge (example: cars from the early 40s, or in the 30s)?
    Are there also plans to make body selections like the cross-country ones from Volvo? If not, will the cross-country aerodynamics (basically the off-road parts of the vehicle) be added to something like a sedan?
     
    • Agree Agree x 1
  15. Daffyflyer

    Daffyflyer
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    Automation Team

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    We're not doing pre 1945 stuff, but we'll continue to add a bunch of more modern bodies.
     
    • Informative Informative x 11
  16. SpotlessBird762

    SpotlessBird762
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    Dear Developers,

    A few Questions:

    1.) Will parts selector work with my exported cars? Can I fit BeamNG interior in Automation cars?

    2.) How many nodes and beams will my exported creations have compared to the standard BeamNG cars? Will they be much simpler or just a bit simpler?

    I really appreciate this step, I just bought Automation for this reason and I can't wait for the update!
    BeamNG developes in the right direction, keep up the great work!
     
  17. fufsgfen

    fufsgfen
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    After exporting car, modder needs to look BeamNG Bolide and see how popups are made, then build that functionality to mod to get popups to work. That is nice task that teaches a lot for any aspiring modder :)
     
    #337 fufsgfen, Jul 3, 2018
    Last edited: Jul 3, 2018
  18. BeamCarHomeTrade

    BeamCarHomeTrade
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    loose mesh splitting in blender)
     
  19. JBird10

    JBird10
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    So this might be a little off topic but I was planning to buy automation when the promotional sale came out but I saw that there is a steam sale already on it that is only a dolllar more than the promotional sale. Is it worth having those extra skills from a few days before so i'll have cars ready when the update happens? Please give your suggestions.
     
  20. fufsgfen

    fufsgfen
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    I think that you could buy now, there is not so huge price difference, only 5% I believe and BeamNG is actually now cheaper than at coming sale, so anyone looking to buy BeamNG will get it now cheaper.

    Then there is point of supporting developer teams and paying higher price, if one can afford that.
     
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