Hello, I am just wondering whether tracked vehicles are possible now in BeamNG. I heard something about RoR not being able to do tracked vehicles. So yeah, I would love to see some beautiful tanks in the game. Leopard 2A6, hell yea.
Thank you for your reply! Hold on, there are tracked vehicles for RoR? How come I never saw them? Oh man, I just cannot get my head around their content search system. Could you link me to one of these tracked vehicles? Thanks in advance!
Yes there are tracked vehicles in RoR like negativeice's excavator and some other cranes and what nots. Edit: Box5Diesels RipSaw
Most certainly it is possible because as stated there is tracked vehicles in RoR. They dev's might have to put in scripts for tracked vehicle's to work? Hope this help's
http://www.rigsofrods.com/repository/view/4886 http://www.rigsofrods.com/repository/view/4212 http://www.rigsofrods.com/repository/view/3928 http://www.rigsofrods.com/repository/view/3785 http://www.rigsofrods.com/repository/view/2123 http://www.rigsofrods.com/repository/view/4156
Tracked vehicles only became possible in RoR due to the implementation of slidenodes. BeamNG doesn't currently feature slidenodes. However, as with commands, ties, hooks etc. I'm certain these will all be added to BeamNG over time as development progresses. Thus tracked vehicles will also appear. Oh, and try my unfinished and easily breaking crappy snowcat for RoR! http://www.rigsofrods.com/threads/9...d-projects?highlight=release+current+projects
another tracked vehicle supporter here, i really hope devs will make it possible to create tracked vehicles, i'd love to see a tank in BeamNG. As a side note, those monster trucks are somewhat useless, since their weight don't crush the cars like it does in real.
Tracked vehicals are fully possible in BeamNG right now! Granted it is not as simple to make them as it would be with slide nodes, but with a little imagination, it is totaly possible! Now I just copied my post from another thread, but that one seems to have turned into a flame war about who knows what, so I will post it here where people will acctually see it Anywho, to make tracks without slidenodes is completely possible, albeit a bit CPU intensive, but completely possible. What you can do is build the wheels (possibly out of rotors) with contactor patches around the circumference of the wheel and around the inside of the track. Then on either side of the track is a contactable wall. This wall is made out of 4 nodes, one wall on each side of the track, that can not make contact with the world. However, the nodes are used to define contactor patches that keep the nodes that make up the tracks from coming off the wheels. This system should work pretty well. This is how Bonehead did it way back before RoR had slide nodes and it was a beast... I loved that thing! Here is the thread that they discussed the vehicle on. Not sure how much information he actually shared about it that I didn't just say. http://forumold.rigsofrods.com/index.php?topic=3776.0 and if anyone wants to disect it, or possibly try and convert it for a BeamNG first tracked vehical (all rights to Bonehead) here is the download for RoR http://www.rigsofrods.com/repository/view/701 and for all the none believers... Now lets say that you don't like contactors and want to to it with just Nodes and Beams cause your smart... enter the mad genius Lifter He was working on code for RoR that was going to enable you to just type some parameters into the truck file and walla... you have tracks on your vehicle, just like how we still define tires. Simple, easy to do, well defined and perfectly aligned. But thats not what I am on about. Before the existence of slidenodes, Lifter came up with his own way of making tracked vehicles, even though it was quite unconventional. If you did watch that whole video till the end, then you saw that not only was he not using any wheels, but he stated that they were fully mechanical. Well, not only is that completely true, but I am not even going to pretend I know how it works... I'll just let you guys watch this... especially if you are impressed by mechanical mayhem! I recommend starting at 1:30 for mechanical view. If anyone can get this to work... your just awesome.
Problem with that would be the tracks snagging on the sprockets as vehicles often do on this game, until that issue is fixed then your proposed system may not work effectively, plus its gonna be very CPU intensive.
@ atv_123 .. all of those videos are from RoR, not BeamNG. I haven't seen a single tracked vehicle in BeamNG.
The point is those tracked vehicles were made in RoR with the same feature set BeamNG currently has. Neither use slidenodes, and both could be converted to .jbeam successfully if someone was willing to convert them and got permission from the original authors. And the monster trucks do crush vehicles realistically, the ones in derbies are pre-weakened so they break better and make for a cooler spectacle.
Yes I know that they are all from RoR, basically all I am getting at is that it is completely possible, even though, as i stated, there would be some seriously high lag on slower computers due to the computations of so much contact. Both BeamNG and RoR have the same basic underlying physics system (not really system, but nodes and beams... you know what I mean) so in theory, anything that can be done in RoR can not only be done in BeamNG, but can be done better! Exactly my point