[TUTORIAL] How2Make: Airride/airlift suspension

Discussion in 'Content Creation' started by DapperDan, Jul 7, 2017.

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  1. DapperDan

    DapperDan
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    Joined:
    May 2, 2015
    Messages:
    1,249
    THE RECIPE
    Stage 0: go into documents beamng drive folder, in mods create a folder and name it Unpacked, in that folder create a new folder called, Hatch_tutorial_Airride.zip, inside that folder create a new folder called vehicles and then inside that a new folder called hatch.
    Stage 1: Go into the steamapps folder and find the Beamng folder, from there you need to go into content-vehicles, then find the cannon.zip
    Stage 2: Go into the cannon.zip and find a file that says cannon-cannon.jbeam, and open it, also copy the input actions file, inputmaps, and lua and paste them into the mod folder
    Stage 3: scroll until you find a section named "Hydros"

    Code:
        ],
        "hydros": [
                ["id1:","id2:"],
                {"beamPrecompression":1, "beamType":"|NORMAL", "beamLongBound":1.0, "beamShortBound":1.0},
                {"beamSpring":1001000,"beamDamp":20000,"beamDeform":5600000,"beamStrength":8900000},
                ["base_13","cannon_8",{"inputSource":"lifter","inLimit":0.75,"outLimit":0.0,"inRate":1,"outRate":1,"inputFactor":-1}],
                {"breakGroup":""},
    ],
    
    copy this, and paste it somewhere, we will need that later.
    Stage 4: Go back into the beamng steamapps common folder and find a folder that says hatch.zip
    go into that zip and find a file that says hatch_suspension_F.jbeam.
    Stage 5: open that file and scroll until you find a section that says hatch_coilover_f
    Stage 6: Copy this and put it into a new noptepad/notepad ++ file
    Code:
    "hatch_coilover_F": {
        "information":{
            "authors":"BeamNG",
            "name":"Front Struts",
            "value":200,
        },
    
        "slotType" : "hatch_coilover_F",
    
        "flexbodies": [
            ["mesh", "[group]:", "nonFlexMaterials"],
            ["hatch_coilover_F", ["hatch_shockbottom_F","hatch_shocktop_F"]],
        ],
        "beams": [
              ["id1:", "id2:"],
              //front springs with soft initial bump stop
              {"beamPrecompression":1.205, "beamType":"|BOUNDED", "beamLongBound":0.0, "beamShortBound":0.19},
              {"beamDeform":70000,"beamStrength":125000},
              {"beamSpring":24000,"beamDamp":0},
              {"beamLimitSpring":201000,"beamLimitDamp":2000},
              ["fh1r","fs1r"{"soundFile":"art/sound/spring_creak.ogg","volumeFactor":5.5,"decayMode":0,"decayFactor":3,"pitchFactor":1,"maxStress":7000}],
              ["fh1l","fs1l"{"soundFile":"art/sound/spring_compress2.ogg","volumeFactor":0.8,"decayMode":1,"decayFactor":5,"pitchFactor":4,"maxStress":600}],
              //harder bump stop
              {"beamPrecompression":1, "beamType":"|BOUNDED", "beamLongBound":1.0, "beamShortBound":0.09},
              {"beamSpring":0,"beamDamp":0},
              {"beamLimitSpring":1501000,"beamLimitDamp":15000},
              ["fh1r","fs1r"{"beamLimitDampRebound":0}],
              ["fh1l","fs1l"{"beamLimitDampRebound":0}],
              //shocks
              {"beamPrecompression":1, "beamType":"|BOUNDED", "beamLongBound":1.0, "beamShortBound":1.0},
              {"beamSpring":0,"beamDamp":2500},
              {"beamLimitSpring":0,"beamLimitDamp":0},
              ["fh1r","fs1r"{"beamDampFast":1200,"beamDampRebound":3800,"beamDampReboundFast":1900,"beamDampVelocitySplit":0.09}],
              ["fh1l","fs1l"{"beamDampFast":1200,"beamDampRebound":3800,"beamDampReboundFast":1900,"beamDampVelocitySplit":0.09}],
              {"beamPrecompression":1, "beamType":"|NORMAL", "beamLongBound":1.0, "beamShortBound":1.0},
        ],
    Stage 7: at the end of the file add 2 curley brackets, and one at the top, like so
    Code:
    {
    "hatch_coilover_F": {
        "information":{
            "authors":"BeamNG",
            "name":"Front Struts",
            "value":200,
        },
    
        "slotType" : "hatch_coilover_F",
    
        "flexbodies": [
            ["mesh", "[group]:", "nonFlexMaterials"],
            ["hatch_coilover_F", ["hatch_shockbottom_F","hatch_shocktop_F"]],
        ],
        "beams": [
              ["id1:", "id2:"],
              //front springs with soft initial bump stop
              {"beamPrecompression":1.205, "beamType":"|BOUNDED", "beamLongBound":0.0, "beamShortBound":0.19},
              {"beamDeform":70000,"beamStrength":125000},
              {"beamSpring":24000,"beamDamp":0},
              {"beamLimitSpring":201000,"beamLimitDamp":2000},
              ["fh1r","fs1r"{"soundFile":"art/sound/spring_creak.ogg","volumeFactor":5.5,"decayMode":0,"decayFactor":3,"pitchFactor":1,"maxStress":7000}],
              ["fh1l","fs1l"{"soundFile":"art/sound/spring_compress2.ogg","volumeFactor":0.8,"decayMode":1,"decayFactor":5,"pitchFactor":4,"maxStress":600}],
              //harder bump stop
              {"beamPrecompression":1, "beamType":"|BOUNDED", "beamLongBound":1.0, "beamShortBound":0.09},
              {"beamSpring":0,"beamDamp":0},
              {"beamLimitSpring":1501000,"beamLimitDamp":15000},
              ["fh1r","fs1r"{"beamLimitDampRebound":0}],
              ["fh1l","fs1l"{"beamLimitDampRebound":0}],
              //shocks
              {"beamPrecompression":1, "beamType":"|BOUNDED", "beamLongBound":1.0, "beamShortBound":1.0},
              {"beamSpring":0,"beamDamp":2500},
              {"beamLimitSpring":0,"beamLimitDamp":0},
              ["fh1r","fs1r"{"beamDampFast":1200,"beamDampRebound":3800,"beamDampReboundFast":1900,"beamDampVelocitySplit":0.09}],
              ["fh1l","fs1l"{"beamDampFast":1200,"beamDampRebound":3800,"beamDampReboundFast":1900,"beamDampVelocitySplit":0.09}],
              {"beamPrecompression":1, "beamType":"|NORMAL", "beamLongBound":1.0, "beamShortBound":1.0},
        ],
    }
    }
    stage 8: rename the part to any name.
    Code:
    {
    "hatch_coilover_F_airride": {
        "information":{
            "authors":"BeamNG, Daniel398767",
            "name":"Front Strutsairride",
            "value":200,
        },
    
        "slotType" : "hatch_coilover_F",
    
        "flexbodies": [
            ["mesh", "[group]:", "nonFlexMaterials"],
            ["hatch_coilover_F", ["hatch_shockbottom_F","hatch_shocktop_F"]],
        ],
        "beams": [
              ["id1:", "id2:"],
              //front springs with soft initial bump stop
              {"beamPrecompression":1.205, "beamType":"|BOUNDED", "beamLongBound":0.0, "beamShortBound":0.19},
              {"beamDeform":70000,"beamStrength":125000},
              {"beamSpring":24000,"beamDamp":0},
              {"beamLimitSpring":201000,"beamLimitDamp":2000},
              ["fh1r","fs1r"{"soundFile":"art/sound/spring_creak.ogg","volumeFactor":5.5,"decayMode":0,"decayFactor":3,"pitchFactor":1,"maxStress":7000}],
              ["fh1l","fs1l"{"soundFile":"art/sound/spring_compress2.ogg","volumeFactor":0.8,"decayMode":1,"decayFactor":5,"pitchFactor":4,"maxStress":600}],
              //harder bump stop
              {"beamPrecompression":1, "beamType":"|BOUNDED", "beamLongBound":1.0, "beamShortBound":0.09},
              {"beamSpring":0,"beamDamp":0},
              {"beamLimitSpring":1501000,"beamLimitDamp":15000},
              ["fh1r","fs1r"{"beamLimitDampRebound":0}],
              ["fh1l","fs1l"{"beamLimitDampRebound":0}],
              //shocks
              {"beamPrecompression":1, "beamType":"|BOUNDED", "beamLongBound":1.0, "beamShortBound":1.0},
              {"beamSpring":0,"beamDamp":2500},
              {"beamLimitSpring":0,"beamLimitDamp":0},
              ["fh1r","fs1r"{"beamDampFast":1200,"beamDampRebound":3800,"beamDampReboundFast":1900,"beamDampVelocitySplit":0.09}],
              ["fh1l","fs1l"{"beamDampFast":1200,"beamDampRebound":3800,"beamDampReboundFast":1900,"beamDampVelocitySplit":0.09}],
              {"beamPrecompression":1, "beamType":"|NORMAL", "beamLongBound":1.0, "beamShortBound":1.0},
        ],
    }
    }
    Stage 9: remember that hydros code from earlier?, at the end of the file add a new section like so

    Code:
    {
    "hatch_coilover_Fairride": {
        "information":{
            "authors":"BeamNG, Daniel398767",
            "name":"Front Strutsairride",
            "value":200,
        },
    
        "slotType" : "hatch_coilover_F",
    
        "flexbodies": [
            ["mesh", "[group]:", "nonFlexMaterials"],
            ["hatch_coilover_F", ["hatch_shockbottom_F","hatch_shocktop_F"]],
        ],
        "beams": [
              ["id1:", "id2:"],
              //front springs with soft initial bump stop
              {"beamPrecompression":1.205, "beamType":"|BOUNDED", "beamLongBound":0.0, "beamShortBound":0.19},
              {"beamDeform":70000,"beamStrength":125000},
              {"beamSpring":24000,"beamDamp":0},
              {"beamLimitSpring":201000,"beamLimitDamp":2000},
              ["fh1r","fs1r"{"soundFile":"art/sound/spring_creak.ogg","volumeFactor":5.5,"decayMode":0,"decayFactor":3,"pitchFactor":1,"maxStress":7000}],
              ["fh1l","fs1l"{"soundFile":"art/sound/spring_compress2.ogg","volumeFactor":0.8,"decayMode":1,"decayFactor":5,"pitchFactor":4,"maxStress":600}],
              //harder bump stop
              {"beamPrecompression":1, "beamType":"|BOUNDED", "beamLongBound":1.0, "beamShortBound":0.09},
              {"beamSpring":0,"beamDamp":0},
              {"beamLimitSpring":1501000,"beamLimitDamp":15000},
              ["fh1r","fs1r"{"beamLimitDampRebound":0}],
              ["fh1l","fs1l"{"beamLimitDampRebound":0}],
              //shocks
              {"beamPrecompression":1, "beamType":"|BOUNDED", "beamLongBound":1.0, "beamShortBound":1.0},
              {"beamSpring":0,"beamDamp":2500},
              {"beamLimitSpring":0,"beamLimitDamp":0},
              ["fh1r","fs1r"{"beamDampFast":1200,"beamDampRebound":3800,"beamDampReboundFast":1900,"beamDampVelocitySplit":0.09}],
              ["fh1l","fs1l"{"beamDampFast":1200,"beamDampRebound":3800,"beamDampReboundFast":1900,"beamDampVelocitySplit":0.09}],
              {"beamPrecompression":1, "beamType":"|NORMAL", "beamLongBound":1.0, "beamShortBound":1.0},
        ],
        "hydros": [
                ["id1:","id2:"],
                {"beamPrecompression":1, "beamType":"|NORMAL", "beamLongBound":1.0, "beamShortBound":1.0},
                {"beamSpring":1001000,"beamDamp":20000,"beamDeform":5600000,"beamStrength":8900000},
                ["base_13","cannon_8",{"inputSource":"lifter","inLimit":0.75,"outLimit":0.0,"inRate":1,"outRate":1,"inputFactor":-1}],
                {"breakGroup":""},
    ],
    }
    }
    Stage 10: copy the first half of the hatch suspension struts code code and paste it to the top of the hydros code like so, and also copy and paste the end line of base 13, cannon_8 and paste it below, rename those to the spring beams fs1r,fh1r,fs1l,fh1l
    Code:
    {
    "hatch_coilover_Fairride": {
        "information":{
            "authors":"BeamNG, Daniel398767",
            "name":"Front Strutsairride",
            "value":200,
        },
    
        "slotType" : "hatch_coilover_F",
    
        "flexbodies": [
            ["mesh", "[group]:", "nonFlexMaterials"],
            ["hatch_coilover_F", ["hatch_shockbottom_F","hatch_shocktop_F"]],
        ],
        "beams": [
              ["id1:", "id2:"],
              //front springs with soft initial bump stop
              {"beamPrecompression":1.205, "beamType":"|BOUNDED", "beamLongBound":0.0, "beamShortBound":0.19},
              {"beamDeform":70000,"beamStrength":125000},
              {"beamSpring":24000,"beamDamp":0},
              {"beamLimitSpring":201000,"beamLimitDamp":2000},
              ["fh1r","fs1r"{"soundFile":"art/sound/spring_creak.ogg","volumeFactor":5.5,"decayMode":0,"decayFactor":3,"pitchFactor":1,"maxStress":7000}],
              ["fh1l","fs1l"{"soundFile":"art/sound/spring_compress2.ogg","volumeFactor":0.8,"decayMode":1,"decayFactor":5,"pitchFactor":4,"maxStress":600}],
              //harder bump stop
              {"beamPrecompression":1, "beamType":"|BOUNDED", "beamLongBound":1.0, "beamShortBound":0.09},
              {"beamSpring":0,"beamDamp":0},
              {"beamLimitSpring":1501000,"beamLimitDamp":15000},
              ["fh1r","fs1r"{"beamLimitDampRebound":0}],
              ["fh1l","fs1l"{"beamLimitDampRebound":0}],
              //shocks
              {"beamPrecompression":1, "beamType":"|BOUNDED", "beamLongBound":1.0, "beamShortBound":1.0},
              {"beamSpring":0,"beamDamp":2500},
              {"beamLimitSpring":0,"beamLimitDamp":0},
              ["fh1r","fs1r"{"beamDampFast":1200,"beamDampRebound":3800,"beamDampReboundFast":1900,"beamDampVelocitySplit":0.09}],
              ["fh1l","fs1l"{"beamDampFast":1200,"beamDampRebound":3800,"beamDampReboundFast":1900,"beamDampVelocitySplit":0.09}],
              {"beamPrecompression":1, "beamType":"|NORMAL", "beamLongBound":1.0, "beamShortBound":1.0},
        ],
        "hydros": [
              ["id1:", "id2:"],
              //front springs with soft initial bump stop
              {"beamPrecompression":1.205, "beamType":"|HYDRO", "beamLongBound":0.0, "beamShortBound":0.19},
              {"beamDeform":70000,"beamStrength":125000},
              {"beamSpring":24000,"beamDamp":0},
              {"beamLimitSpring":201000,"beamLimitDamp":2000},
                ["fh1r","fs1r",{"inputSource":"lifter","inLimit":0.75,"outLimit":0.0,"inRate":1,"outRate":1,"inputFactor":-1}],
                ["fh1l","fs1l",{"inputSource":"lifter","inLimit":0.75,"outLimit":0.0,"inRate":1,"outRate":1,"inputFactor":-1}],
                {"beamPrecompression":1},
    ],
    }
    }
    nearly there we just need to touch up the hydros so it actually lowers the car.

    Code:
    {
    "hatch_coilover_Fairride": {
        "information":{
            "authors":"BeamNG, Daniel398767",
            "name":"Front Strutsairride",
            "value":200,
        },
    
        "slotType" : "hatch_coilover_F",
    
        "flexbodies": [
            ["mesh", "[group]:", "nonFlexMaterials"],
            ["hatch_coilover_F", ["hatch_shockbottom_F","hatch_shocktop_F"]],
        ],
        "beams": [
              ["id1:", "id2:"],
              //front springs with soft initial bump stop
              {"beamPrecompression":1.205, "beamType":"|BOUNDED", "beamLongBound":0.0, "beamShortBound":0.19},
              {"beamDeform":70000,"beamStrength":125000},
              {"beamSpring":24000,"beamDamp":0},
              {"beamLimitSpring":201000,"beamLimitDamp":2000},
              ["fh1r","fs1r"{"soundFile":"art/sound/spring_creak.ogg","volumeFactor":5.5,"decayMode":0,"decayFactor":3,"pitchFactor":1,"maxStress":7000}],
              ["fh1l","fs1l"{"soundFile":"art/sound/spring_compress2.ogg","volumeFactor":0.8,"decayMode":1,"decayFactor":5,"pitchFactor":4,"maxStress":600}],
              //harder bump stop
              {"beamPrecompression":1, "beamType":"|BOUNDED", "beamLongBound":1.0, "beamShortBound":0.09},
              {"beamSpring":0,"beamDamp":0},
              {"beamLimitSpring":1501000,"beamLimitDamp":15000},
              ["fh1r","fs1r"{"beamLimitDampRebound":0}],
              ["fh1l","fs1l"{"beamLimitDampRebound":0}],
              //shocks
              {"beamPrecompression":1, "beamType":"|BOUNDED", "beamLongBound":1.0, "beamShortBound":1.0},
              {"beamSpring":0,"beamDamp":2500},
              {"beamLimitSpring":0,"beamLimitDamp":0},
              ["fh1r","fs1r"{"beamDampFast":1200,"beamDampRebound":3800,"beamDampReboundFast":1900,"beamDampVelocitySplit":0.09}],
              ["fh1l","fs1l"{"beamDampFast":1200,"beamDampRebound":3800,"beamDampReboundFast":1900,"beamDampVelocitySplit":0.09}],
              {"beamPrecompression":1, "beamType":"|NORMAL", "beamLongBound":1.0, "beamShortBound":1.0},
        ],
        "hydros": [
              ["id1:", "id2:"],
              //front springs with soft initial bump stop
              {"beamPrecompression":1.205, "beamType":"|HYDRO", "beamLongBound":0.0, "beamShortBound":0.19},
              {"beamDeform":70000,"beamStrength":125000},
              {"beamSpring":24000,"beamDamp":0},
              {"beamLimitSpring":201000,"beamLimitDamp":2000},
                ["fh1r","fs1r",{"inputSource":"lifter","inLimit":-1.66,"outLimit":-1.66,"inRate":1,"outRate":1,"inputFactor":-1}],
                ["fh1l","fs1l",{"inputSource":"lifter","inLimit":-1.66,"outLimit":-1.66,"inRate":1,"outRate":1,"inputFactor":-1}],
                {"beamPrecompression":1},
    ],
    }
    }
    then save the file to any name, hatch_airridestrut_f.jbeam, and put it in the mod folder
    Stage 11: go into the imput maps folder and into the keyboard.json file

    Code:
    {
    "bindings" :   [
        {
        "control"           : "pageup"            ,
        "action"            : "liftUp"           
        },
        {
        "control"           : "space"             ,
        "action"            : "shoot"             
        },
        {
        "control"           : "pagedown"          ,
        "action"            : "lowerDown"         
        },
      ],
    "name"              : "Keyboard"          ,
    "version"           : 1                   ,
    "devicetype"        : "keyboard"          ,
    "vidpid"            : "6F1D2B61"          ,
    "guid"              : "{6F1D2B61-D5A0-11CF-BFC7-444553540000}"
    }, 
    delete the "space section"

    Code:
    {
    "bindings" :   [
        {
        "control"           : "pageup"            ,
        "action"            : "liftUp"           
        },
        {
        "control"           : "pagedown"          ,
        "action"            : "lowerDown"         
        },
      ],
    "name"              : "Keyboard"          ,
    "version"           : 1                   ,
    "devicetype"        : "keyboard"          ,
    "vidpid"            : "6F1D2B61"          ,
    "guid"              : "{6F1D2B61-D5A0-11CF-BFC7-444553540000}"
    }, 
    then go into imput actions.json
    Code:
    {
    "shoot"    :{"order":  1, "onChange":"custom_input.fire(VALUE)", "title": "Shoot ball", "desc": "Shoots the cannon ball. Cannon will need to be reset to fire again" },
    "lift"     :{"order":  2, "onChange":"custom_input.liftBarrel(       VALUE)", "title": "Lift Up/Down", "desc": "Lifts the barrel up or down", "isCentered": true },
    "liftUp"   :{"order":  3, "onChange":"custom_input.liftBarrel( 0.5 * VALUE)", "title": "Lift Up", "desc": "Lifts the barrel up" },
    "lowerDown":{"order":  4, "onChange":"custom_input.liftBarrel(-0.5 * VALUE)", "title": "Lower Down", "desc": "Lowers the barrel down" },
    }
    and delete the lift and shoot section
    Code:
    {
    "liftUp"   :{"order":  3, "onChange":"custom_input.liftBarrel( 0.5 * VALUE)", "title": "Lift Up", "desc": "Lifts the barrel up" },
    "lowerDown":{"order":  4, "onChange":"custom_input.liftBarrel(-0.5 * VALUE)", "title": "Lower Down", "desc": "Lowers the barrel down" },
    }
    and you are finished, have fun!
     

    Attached Files:

    #1 DapperDan, Jul 7, 2017
    Last edited: Jul 7, 2017
    • Informative Informative x 2
    • Like Like x 1
  2. Rainvest

    Rainvest
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    Joined:
    Dec 26, 2014
    Messages:
    1,902
    Will this work on solid axle suspensions?
     
  3. DapperDan

    DapperDan
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    Joined:
    May 2, 2015
    Messages:
    1,249
    haven't tried
    --- Post updated ---
    i mean you could try. ive only done it on the covet,sbr,pessima x2, etc
     
  4. Peter Beamo

    Peter Beamo
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    Joined:
    Jun 27, 2016
    Messages:
    3,202
    Can I make front and rear suspension lift up /down in a same time?
     
  5. DapperDan

    DapperDan
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    Joined:
    May 2, 2015
    Messages:
    1,249
    Yeah just do the same for the rear suspension.
     
  6. Peter Beamo

    Peter Beamo
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    Joined:
    Jun 27, 2016
    Messages:
    3,202
    in game now! let's see the result!
    --- Post updated ---
    oh.....
    screenshot_01383.png
     
    • Like Like x 1
  7. DapperDan

    DapperDan
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    1,249
    Omg
     
  8. Peter Beamo

    Peter Beamo
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    Joined:
    Jun 27, 2016
    Messages:
    3,202
    it's fine now lol

    thx again bro!
     
  9. missionsystem

    missionsystem
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    Joined:
    Oct 9, 2015
    Messages:
    636
    Thank you so much! Very useful
    --- Post updated ---
    Sorry but how do I add separate bindings for front and rear suspension.
     
    #9 missionsystem, Jul 8, 2017
    Last edited: Jul 8, 2017
  10. Dyghaun

    Dyghaun
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    Joined:
    Jul 12, 2017
    Messages:
    149
    It works like a charm and didn't even take that long to put togheter...
    Note: i did it over the Sport RS struts, since it has different values, it may handle better (or worse)

    Thank you @daniel398767 !!! You sure deserve a place in heaven!
    screenshot_00256.png

    My first ever mod for any game ever :D:cool: **feeling proud**

    Now I'll go and make it for every other car that uses struts and release it as a pack.

    If anyone that has already made one wants to contribute by donating theirs, I'll be forever thankful and worship you for the gentle, kind, unattached, giving, loving person you are.

    update:
    have you ever thought of going negative? 110% stanced?
    screenshot_00257.png guess the Bollide can be super in more ways than i thought

    I'll keep on doing it...
    screenshot_00258.png

    Also, i figured out how to do it on leaf spring suspensions;)
    screenshot_00259.png
    Prepare for limitless stancing. Have you ever seen a miramar this low?

    200BX
    screenshot_00260.png

    Bruckell height adjustment system:
    screenshot_00264.png

    Just beautiful:

    screenshot_00249.png
    And the best part is it caused no alingment problem with this car



    screenshot_00250.png
    just as the example :cool:
    screenshot_00256.png
    exhaust touches the ground...:p
    screenshot_00258.png
    I call this "Rally AirOvers" :rolleyes:

    That's all the official cars that use struts + an experiment on leaf springs(miramar)...
    Now on to do ALL the leaf springs, even the T-Series lol

     

    Attached Files:

    #10 Dyghaun, Jul 14, 2017
    Last edited: Jul 15, 2017
    • Like Like x 1
  11. Razr7

    Razr7
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    Joined:
    Jan 2, 2017
    Messages:
    34
    Could anybody help me do this for the ETK 6000 (specifically the rear suspension), I was lost at step 10 (Also, the etk's files look more confusing than the hatch's files).
     

    Attached Files:

    • Like Like x 1
  12. Dyghaun

    Dyghaun
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    Joined:
    Jul 12, 2017
    Messages:
    149
    Sure!

    other vehicles are indeed more complicated and have way more parts...
    but look into the files all the way and you can find the part you're looking for, usually towards the end of the file, after nodes and beams.

    the problem with trucks is that they use leaf-springs, and these won't do anything by expanding or contracting other than break the suspension...

    in these types of suspension, use the shocks to get the desired up and down control.

    e. g. copy rear_shocks into your new file instead of springs.

    also, I intend on adding all mod vehicles into my pack too, just asking creators for permission now...
     
  13. Deleted member 160369

    Deleted member 160369
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    Guest

    Much appreciated.

    Used this guide to make air suspension for my Hot Pink Burnside. Made custom LUA for it instead of using the cannon code though.

    Thank you! :)
     

    Attached Files:

    • hot_pink.jpg
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