I see. I'm currently testing "trigger" flammable nodes around the top of the rollcage, so that the engine block can catch fire via flame conduction when the truck is upside-down and the tubes scrape against the ground. A circumstance pretty similar to that of the previous video, though I don't think fire was entirely caused by friction in that case. Rupturing the fuel tank would be more realistic, but it's pretty much impossible, so I either cut out the fire simulation completely, or find some expedients to make it work.
for some reason the update killed itself, and now none of the bodies have textures. is there a reason for this (file named 'CRDTest_F2YS_11082016')?
Have you tried clearing you cache? The meshfile structure was updated in order to allow for more interchangeable skins (and shells, in the future). You probably have the previous version still cached (the body mesh parts had different names, so you don't get the updated references to materials as long as your cached data is still present). Simply delete CRDTest.dae from /Documents/BeamNG.drive/cache.0.6.1.0/vehicles/CRDTest/ and then respawn the vehicle in game so that it can rebuild the cache. That should do it.
clearing the cache got it! when will you upload the other skins and tractor tire config? they look amazing!
I don't know. I wanted something substantial to come with the new skins this time, be it a new alternative body shell, deformable bodies, engine thermals or definitive fixes to long lasting dynamic issues... but lately I'm making very little progress in every front, both due to time constraints and some difficulty I'm encountering. Instead, I think I'll probably release a new version with the new skins, revised brakes and a couple bugfixes soon, but I need to remake all the configurations and take new default images for each first. As for the tractor wheels... well, they weren't really planned for a release... They still need A LOT of work (the truck literally can't turn without flipping over). Besides, I'd have to ask @MRcrash (the author of the original meshfile) for permission before I can release anything. You're welcome!
Disabling hydros here resulted in rear wheels going freely, just like you would remove entire steering system, but without locking the wheels, they are now independent. I like challenges but come on, some help please.
Oh... I forgot to secure the nodes normally involved in the steering joints, hence the hubs could spin freely... Here's a fixed (and verified!) version of the rear axle. I'm so sorry!
Well, well... I'll just leave this here... (Still need to fix a couple of issues: the shell isn't secured to the chassis due to a hierarchy problem with the mesh - I can't get the parentship to work correctly - so it... kinda moves indipendently from the rest of the truck... Looks promising nontheless... )
Was an active member of the Sim-Monsters community since 2010. Glad to see these trucks are making their way to the new game. Can't wait to see more progress.
Absolutely. I was considering this to at least get a reference to work with, but help is much more appreciated!
So, thanks to your help, the Escalade body works now. Problem is, the rollcage at the rear should be different for these wagon bodies. IMO, the truck now needs interchangeable frames (just the upper part of the chassis) going hand in hand with the chosen body... Mmmh...
My suggestion: keep beam density relatively low. This is a fiberglass shell, fiberglass is way more elastic than sheetmetal, hence it's way more resistant to permanent deformation, but it's more prone to cracks.
alright, the jbeam is also side ways so if i were to put it in the chassis jbeam it would take some work still thinking if should seperate the shell (more work but less hard)