https://www.beamng.com/resources/wentward-powertrain-mod.5839/ so is literally no-one going to review this... I don't know what to improve
Slight improvement to the screenshot from before, added the front lights housing & made the wheelarches look better Still has a long way to go
So to be clear, this is not likely to be on the final mod. But I am currently messing around and seeing what is possible. This system can be controlled per wheel individually in real time. The actual suspension travel changes (its not just putting bricks in the shock towers). In hindsight might actually be a really dumb way to implement this feature. As for actual progress, the UV mapping has gotten further. But is still not "done". Edit: Just checked, and yes, the way I had done it was way dumb. As can be seen in the above image, I had this complex system that allowed a hydro to adjust the ride height. What I had forgotten though, is that hydro's have "BeamSpring" values. So all I actually had to do was replace the main spring with a hydro and call it a day. Rather than have a "solid" hydro acting against the wishbone. Welp, win some loose some xD
Had half an hour to play with the bus transmission and i found out the torque Converter takes up to 50hp, so I have set it to lock up above 2500RPM. This allows for the gliding through gears at low RPM and good power delivery at higher revs. Only issue is that top gear is not always locked, shame really.
So, I have been trying to do a normal map for the R60 chassis today. But I can't get it to play ball at all. This is literally the best normal map result I could get for the chassis... Interestingly the area where I had actually made changes to the mesh came out entirely blank, and the areas which are identical (high poly model was a duplicate) have came out covered in artefact. Seems odd since the roofbox that I did a while back was successful, and I was able to replicate that today. My best guess is that its not possible to normal map an object with multiple materials, each with different UV maps (interior and exterior are separate maps, as such overlap in the UV editor). Either way, not entirely sure how to proceed, but I have a feeling it will involve removing all materials from the model, and starting that process from scratch. EDIT: Well, that didn't seem to work too well either :/
As far as I know you're right, only one UV map can be baked at a time in one object, otherwise they overlap causing a big mess, the same will happen with AO and any other baking methods. The material assigned to it doesn't matter as long as the UVs aren't trying to bake overtop each other. The easiest way to fix that would be to just go to the material window and select based on material eg:interior, then separate that for the time being. It also seems like you might have some issues with the normal baking setup, green spots and general weirdness but that might go away once the UVs are separated.