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Announcing Automation & BeamNG.drive collaboration!

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

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  1. Insanegaz

    Insanegaz
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    I did but I kept ending up in the barrier lol

    On this they work,
     

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    • BeamNG2018-07-1020-02-07-45.jpg
    • BeamNG2018-07-1020-02-11-29.jpg
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  2. Harkin Gaming

    Harkin Gaming
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    Amazing, thank you.
     
  3. mms

    mms
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    did the update come early? I see a lot of people driving automation cars in beamng… or is it something exclusive?
    --- Post updated ---
    call me an idiot if Im being one.
    --- Post updated ---
    thanks.
     
  4. Harkin Gaming

    Harkin Gaming
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    They have released an early version to Youtubers to test it and see the public opinion.
     
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  5. Michaelflat

    Michaelflat
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    i'm a youtuber.... *looks at my 4 subscribers*.... :(
    It's only 3 days i'll wait..
    But i'm away, so i have to wait for 6 days :(
     
    • Informative Informative x 2
  6. Monkeyswetz

    Monkeyswetz
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    Ok, Good. I Saw It And Thought It Was Released Already.
     
  7. General S'mores

    General S'mores
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    Devs already confirmed the update will release on the 13th for all BeamNG players (along with ones playing Automation).
     
  8. KaiserimnopYT

    KaiserimnopYT
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    I have 85 why I didn't get it xD joke
    Ot:
    Do police lightbar from automation will work properly with working siren in beamng drive ?
     
  9. Slammington

    Slammington
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    Two questions for the devs:
    1) Will hydropneumatic suspensions be properly rendered in Automation (no visible springs, rendered suspension spheres etc.)?
    2)Will they be properly simulated in BeamNG in the future? It would be nice to see suspensions that properly self-level, for for example, like in this video:
     
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  10. fufsgfen

    fufsgfen
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    I think that it could already work, Bus, airbags.

    What you need to is add little bit code to make it change pressure under certain conditions.
     
    • Agree Agree x 3
  11. boronat1

    boronat1
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    i did not read all the 20 pages but, it is possible to expor a beamng car into automation and mod it there? looking into the miramar wich mimics the body of my car, just need to edit rear lights
     
  12. fufsgfen

    fufsgfen
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    No, that would require exporter from BeamNG and I doubt that is happening.
     
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  13. atv_123

    atv_123
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    Honestly... that kind of exporter would probably be more difficult then the one from Automation to BeamNG
     
    • Agree Agree x 4
  14. jam_1989

    jam_1989
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    The one thing I wanna know is, will we have access to the .DAE files from converted Automation vehicles?.
     
  15. Dean Wang

    Dean Wang
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    update now coming 4/20/69
     
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  16. atv_123

    atv_123
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    I don't want to sound like a dev or anything, but yes, you will have full access to the .dae files that can be modified in blender... its as simple as just opening it up like any of the other cars already in game.

    Edit: One think to keep in mind though... the engines in Automation are modular... so that they can be easily built up and changed... this is exactly how they are exported into blender as well... in their modular parts to be used as props. So just keep that in mind for all you people wanting to port engines... if your gonna port the model as well... I recommend not messing with any of the numbers for prop positions or node locations or else everything will be all out of wack.
     
    #376 atv_123, Jul 12, 2018
    Last edited: Jul 12, 2018
    • Agree Agree x 2
    • Informative Informative x 1
  17. Ai'Torror

    Ai'Torror
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    BeamNG Team

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    Or just move all of the parts along woth the engine, just select all in blender, move where you want it, apply location and done
     
  18. atv_123

    atv_123
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    I mean maybe? It didn't look like it would be that easy to me, but I have also never dealt with props before, so what do I know.
     
  19. hugotronix04

    hugotronix04
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    I have a question for the devs: If you make more than one trim for a car in Automation, will all of these trims be ported to BeamNG?
     
    • Agree Agree x 4
  20. fufsgfen

    fufsgfen
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    Hopefully there are some bugfixes too, as of now I have found out that first engine variant is what ends up into car, but if I make changes to engine, that engine model in car is not being updated, so here for example should be 2x 2bbl carbs, but first variant with 4bbl carb is in car:
    upload_2018-7-12_16-26-12.png upload_2018-7-12_16-26-34.png
     
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