it's something with the file. f2ys sent me a modified version that is fixed. i'm sure he'll update and fix it and post it publicly soon.
It wont fit, it not the right type of chassis. http://www.beamng.com/attachments/gravedigger_test-jpg.177712/
Packing some updates and fixes together to have something significant to upload. Sorry for the delay, I've had a couple of VERY busy days at work.
I can't give you any screenshots, sorry. But I can tell you that what I do to install it is to go into my game files and put it under 'mods' - 'Vehicles' and the car doesn't show in my car select screen, but it does show in my mod manager. I tried to open the .zip file, to see if there's anything in there that my CPU doesn't like, but when I double click on it, it says the file is invalid, it won't load it. That's all I know.
Try downloading the file again. It's a simple .zip file generated by Windows Compressed Folders, so you should be able to open it. This is why I believe you might have gotten a corrupted download. I've uploaded my development vehicle (see attachment), try this. Includes The Internet Machine skin, so anyone willing to try it out but still having problems with the previous version should check this out.
looks good! any new updates like on new shells or vehicle tweaks? it's been awhile since there was a big one.
both donut day and the internet machine are already in the newest pack. the only bonus pack you'll need is the kfa2 galaxy one.
I'm currently experimenting with various potential fixes to the wheel wobbling issue - so far with very little success. And I'm trying to implement working gauges and thermals. That, together with the VERY slow progress with the JBeams for the shells, is taking quite some time. Sorry.
would the wheel wobble be caused by something in the lsd? i noticed the skid marks are the same width as normal car tires.. maybe set it to have the entire tire have traction if that's possible?
Partially. It's the byproduct of torque reactions on the propulsed wheels. Very high torque + soft structures in the axles determine uncontrolled longitudinal vibrations while steering is also applied. A quick and dirty solution would be to... like, reduce the power and torque outputs to low and manageable levels, but I don't want to go these lengths. All the nodes in a pressureWheel have a (common) traction coefficient (frictionCoef). I also set the numRays parameter (the number of spokes on each side) to a relatively high number (30) for a smoother ride, so the tires are constituted by an higher-than-usual number of nodes/beams, but this might change in the future to prevent vibration and excessive tire expansion. The skid marks not matching the actual size of the tire track is just a limitation of the graphical engine. --- Post updated --- Well, this works, too...
all of the skins dont show up the diffrent bodys dont show um nothing new just names --- Post updated --- edit i see all the skins but wenn i click them they just wont work same with body types --- Post updated --- like the internet machine i see the new cool rims and the frame is green but no scalle or skin thats with every frame and skin