WIP Adding ESC and TCS to vehicles

Discussion in 'Content Creation' started by Oxnitron, Jun 19, 2016.

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  1. Oxnitron

    Oxnitron
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    Hello!

    As most of you know, many people have problems with the handling of some cars *cough* bolide *cough* ^^
    So what I wanted to do is adding electronic stability and traction control to vehicles to make driving them a lot easier. (I couldn't find anything in the wiki about esc and tcs)

    My first try now is on the covet ("hatch") and here's what i did:

    -Took "sunburst_esc" from the "sunburst" folder and copied it into the "hatch" folder
    -Renamed it "hatch_esc" and also changed everything inside the file to "hatch..."
    -Went into the "hatch_body" file and added a slot for esc (copied again from sunburst_body and renamed everything to hatch)

    Problem: The slot doesnt show up in the game.
    Why? Do I need to add data for esc and tcs in some other file or did I do something wrong?

    (Btw i'm still very new to editing files for this game)

    Thank you!
     
  2. KevinoCrasher

    KevinoCrasher
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    im just got to follow this thread because i need a ESC and TCS for some cars, because they are to powerfull to handle and thats why i never drive them.
    hope you will figure it out (and if you do maybe a little tutorial for the plebs?? (me)
     
  3. Oxnitron

    Oxnitron
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    It probably was a mod I still had installed, I got the slot now ingame :)
    Here is my first version of it, it includes:

    - Barstow (ABS doesn't work yet for some reason)
    - Bolide
    - Covet
    - Grand Marshal
    - 200BX

    (Please note that ESC and TCS dont work as good for the old cars because of their wobbly suspension)

    I recommend you try driving a road without ABS, ESC+TCS and then drive the same road again with assists to compare the handling :)


    Please tell me what you think about it!
    If you want you can also tell me which car to add electronics next :)



    Drop the Zip into
    C:\Users\"Username"\Documents\BeamNG.drive\mods
     

    Attached Files:

  4. KevinoCrasher

    KevinoCrasher
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    will test it for you and will come back with some results :D (right of the bat the 200BX is finally drivable for me :$)

    edit:
    i absolutely love this mod, for me it was just about the bolide and the 200BX because those 2 where undrivable.

    i don't know any cars that might need them maybe some configs?
     
    #4 KevinoCrasher, Jun 20, 2016
    Last edited: Jun 20, 2016
  5. Marcus_gt500

    Marcus_gt500
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    Nice mod ! could you add it to the kerraz please? i love this car, but it always spins uncontrolably above 100km/h.
     
  6. Oxnitron

    Oxnitron
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    I'm glad you enjoy it :)
    I will first finish this mod for the other cars which don't have electronics. Later I might finetune the settings for different vehicles.

    Is "kerraz" a vehicle mod? I couldn't find anything with that name or what do you mean?
     
  7. Marcus_gt500

    Marcus_gt500
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  8. Oxnitron

    Oxnitron
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  9. Superbird11

    Superbird11
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    I my case it breaks the cars when I select esp.
     
  10. Oxnitron

    Oxnitron
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    #10 Oxnitron, Jun 20, 2016
    Last edited: Jun 22, 2016
  11. SixSixSevenSeven

    SixSixSevenSeven
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    Moderation haven't published it yet, they're unlikely to when you're overwriting base game files unfortunately
     
  12. Oxnitron

    Oxnitron
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    Oh I thought other mods work the same way.
    I guess I'll just post it here then but does it really count as overwrite?
    Because you put it in the mods file, not in the game folder and I only added content, I didnt change anything from the old data inside the jbeam files.

    Supported vehicles:

    Barstow
    Bolide
    Burnside
    Covet
    Grand Marshal
    Miramar
    Moonhawk
    Pessima (old and new)
    200BX
     

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  13. SixSixSevenSeven

    SixSixSevenSeven
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    you replace the actual jbeam part "barstow_body" and equivalents for each other vehicle you support in order to add the slot. Its that which will prevent it passing the repo guidelines. You wont find any mods overwriting these stock parts. Things like my RHD covet I made an entirely new body for the slot, though in that case I was swapping for an entire RHD version anyway rather than just adding 1 slot. Its unfortunately the only way you really have to go though.
     
  14. Oxnitron

    Oxnitron
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  15. SixSixSevenSeven

    SixSixSevenSeven
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    he does, but mod guidelines were looser then and I think that's the very mod that triggers the requirement for not overwriting, that mod, needlessly too breaks quite a few current vehicles.
     
  16. Oxnitron

    Oxnitron
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    That's unfortunate :(
    I don't want to make a whole seperate body only for ESC and TCS, I guess I'll see what they say after they checked it.
    If they don't approve, I'll just keep the mod here for the people who want a drivable bolide :p
     
  17. D-Troxx

    D-Troxx
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    i think if you just add the file (example) coupe_body.jbeam in a new folder with only the following code it will just add the slot to the existing jbeam.
    havent tested if this will work. but it might be.
    Code:
    {
    
    "coupe_body": {
        "information":{
            "authors":"BeamNG",
            "name":"Unibody",
            "value":5000,
        }
        "slotType" : "coupe_body",
        "slots": [
            ["type", "default", "description"]
            //esc
            ["coupe_ESC","", "Electronic Stability Control"],
        ],
    }
    
    }
    
    once again. im not sure if this will work as i think it will.
     

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  18. SixSixSevenSeven

    SixSixSevenSeven
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    I don't have beamng available right here, but go double check what slots the bodies and frames have, I know some of the newer vehicles have a "mod" slot, might be able to use that
     
  19. Marcus_gt500

    Marcus_gt500
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    thank you!
     
  20. Oxnitron

    Oxnitron
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    I tried it but then the vehicle wont show up :(
     
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