I am currently working on a pigeon mod where I have a spinning thing on the front. It spins, but I thought it would be better if it was powered by a seperate engine. Is it possible?
Did you even read the message? It's about a physical double engine, not visual. It is possible but not recommended. Double engines are buggy. Why don't you just make it spin with the normal engine radiator fan?
Oh, so you want a rotator? In this case yeah the second engine is a good option, you can add a clutch/flywheel to it without any transmission and power the rotator directly like that I think.
That kind of worked, but the rotator only spins for a split second. I tried a transmission, but there is no way of changing gear. Could I make some controls for the new gearbox?
It's not really possible, maybe instead you could add a new differential to the normal engine and attach the rotator to that
Perhaps taking a look at how this mod did it would help you out: https://www.beamng.com/resources/twin-engine-covet.12732/
That’s how I had it before, but the problem is I could only have it turning while I was moving. The idea is, you’re stopped and it moving. --- Post updated --- I already had a quick look. I downloaded the mod and it gave me a weird error.
i believe the lua still works for the most part, it's just that it's outdated due to the recent covet update
Yep, totally possible... and I just did this the other day and it took me FOREVER to figure out why it wasn't working. Code: "powertrain" : [ ["type", "name", "inputName", "inputIndex"], ["electricMotor", "flEngine", "dummy", 0], ["electricMotor", "frEngine", "dummy", 0], ["electricMotor", "rlEngine", "dummy", 0], ["electricMotor", "rrEngine", "dummy", 0], ], Ok... so this is a Quad motor electric vehicle that I was making. Notice how I have "__Engine" in every single one of them? I have no idea why, but if you don't have it named like that, it refuses to work. You can name it anything you want... "pizzaEngine" would work just fine. I was trying to name them things like flMotor, frMotor... nope... no dice. Code: "flEngine":{ "torque":[ ["rpm", "torque"] [0, 630], [500, 630], [1000, 630], [1500, 630], [2000, 630], [3000, 630], [4000, 630], [5000, 630], [6000, 590], [7000, 522], [8000, 455], [9000, 405], [10000, 350], [11000, 290], [12000, 240], [13000, 205], [14000, 180], [15000, 165], [16000, 155], ], "maxRPM":16000, "inertia":0.10, "friction":2 "dynamicFriction":0.0005, "electricalEfficiency":0.95 //"torqueReactionNodes:":["e1l","e2l","e4r"], //"energyStorage": "mainBattery", "electricsThrottleFactorName": "throttleFactorFrontLeft" //node beam interface "waterDamage": {"[engineGroup]:":["rear_motor_waterdamage"]}, "engineBlock": {"[engineGroup]:":["rear_motor_block"]}, "breakTriggerBeam":"rear_motor", "uiName":"Rear Motor", "soundConfig": "soundConfigRear", }, Now this isn't fully fleshed out yet, but keep in mind, when doing your code... you need all the parameters of each engine/motor for every single engine/motor. That is very important. Also, make sure you call up each "__Engine" by its name just like you see at the top there... once you do that, your golden to define whatever you want. Other than those two bits of info, go nuts! Just build the powertrain code basing each powertrain tree off of each motor/engine you decide to use... also, make sure you don't accidently connect two motors/engines together in the physical powertrain tree... it doesn't really like that.