Here you can post feedback about the Automation Exporter. FAQ here: https://steamcommunity.com/app/293760/discussions/2/3559414588253724691/?tscn=1531489662
Sorry that this is a stupid question: But the export button is greyed out for me. Do I need to wait for this?
I've had a couple of exports fail. I edited the mesh and this sometimes fixes it. But I had one that was successfully exported but failed to work in game. Its working like 85% of the time for me. Thats good enogh lol.
Seems to work well, I need to adjust a few cars I made, it is one thing to see the stats but it is very helpful to drive it
It is grey if the car design incomplete. As it needs all the data from a complete design to produce the output. Once you have finished a car and gotten to the testing tab, or get graphs up showing performance data it should be exportable.
Whenever I export a car with a turbocharger I get this message in Beamng ''fatal vehicle exception'', but cars that are NA are working just fine. EDIT Nevermind I had to dissable some other mods to get the turbo to work.
Having same issue here @alexigen what mods did you remove? I ran game in safe mode and still had same issue.
Hello, I have a fatal vehicle exception with the attached car. The console displays an error within the turbocharger.lua file. The screen, the exported car and the automation file is in the attachments. Edit: 0.13 Discussion/Feedback/Bugs-Reporting Thread - READ #1 POST!
I had around 26 mods from the repository, mainly car mods, car conigs, maps and engine mods so I deactivated all of them exept the automation cars and it suddenly worked.
This isn't technically about the exporter, but all automation mods severely impact my fps, and yet more detailed mods don't make anywhere near as much of a difference. Usually I get around 20 -25 fps but with any automation car it drops to 8-10.
1. People usually don't like you messing around with their mods. 2. Make sure if you do want to change it that you have extracted the file before editing.
Hope this doesnt disappear in the messages.. i guess its pretty important. The exporter is an amazing feature, no doubt! A lot of fun to use etc etc... Performance wise its not as much fun. One main reason for that is the fact that the engine models that get exported tend to have around 100k tris per engine. 100k is basically what the whole etk 800 has in its .dae with all parts. Let's take this Flat 6 as an example : What I'd like to request is an option at the exporter to export a low-poly placeholder engine mesh instead of this very high poly one, would help a lot with performance issues. The engine isnt really visible anyway, so i guess this extra, not replace method should work quite well and help everyone with performance struggle Thanks for the great update anyway!
Sorry, after thinking about it I do remember hearing something about a system that stops people messing with the exports.
Feature request Can the next the next update of the exporter include a option to export engines, engine info, sounds and forced induction, separately for building a car from automation? That's what I miss from the old knee version and the available application. I don't want to keep on building cars just to export engines.
I love this feature, it gives people like me who lack 3D modeling experience (and Jbeam experience) to be able to make their own vehicles. I didn't really expect the automation exported vehicles to be as good as the dev (or extremely talented moders) created ones, so I ain't disappointed. I'm quite proud of myself.
You can crash Automation if you have same car open in BeamNG which you export from Automation. I guess issues is with file being locked by BeamNG and Automation does not have error handling for export file being inaccessible case.
I'm really excited for what this update has to offer. I only have a dozen or so hours in Automation because I found the experience lacking without being able to test your creations, so I think this was a necessary step for that game while also adding to BeamNG. I have encountered a few issues so far though: 1. The suspension seems very stiff. In the 1980's sedan I've been playing with, I had the suspension tuned as soft as possible without giving me warnings in Automation, but in BeamNG it was very hard and bouncy compared to the vanilla cars. 2. The cars are much too quiet. The engine is barely audible on the same sedan with only a single muffler. You can also hear the engine sound looping. 3. The RPM drops really fast. Smooth gear changes are almost impossible because the engine speed plummets towards idle the moment the clutch is pressed. This also causes really jerky shifts in arcade mode. 1 and 2 can obviously be fixed by adjusting them before exporting but this makes them basically useless in Automation. Since you have to straight pipe everything and soften the suspension until it throws up a bunch of warnings, the cars only good for use in BeamNG at that point. I'm not ruling out number three as an engine tuning issue, but I've tested multiple vehicles and engines (including some made by others) and that doesn't seem to be the problem as the engines behave normally before exporting. Despite these things, I think this shows a lot of promise and is a great improvement to both games. Good work! EDIT: For some reason automatic transmissions will also immediately drop to idle when the throttle is released, regardless of speed. The one I'm driving will also stall as soon as the car stops, but again I can't confirm whether or not that's a tuning issue.