pm me when you have the template! i already paint cars for NR2003 so figuring out how to paint for this game shouldn't be too terribly hard
To everyone wanting to do skins I apreciate your enthusiasm but i am not even close to that stage yet I am workning on making uv maps currently but at the momenet this is just so that i can get the meshes to render in the game. Skins will come into play after i have the car working in the game
GUYS! i just came up with a really cool idea! but i don't know enough about it to know if it is do able. so apparently drivers can make adjustments from within the car during the race to make it handle better as the conditions change. for example they can apparently adjust the track bar from inside the car during the race. can someone please explain exactly what it is they are adjusting because i think it would be very cool if i could use hydobeams binded to some key commands to try and replicate this. i think it would be a nice added feature, also does anyone know what other adjustments can be made by the driver during the race. or what adjustments can be made by the crew during pit stops. don't stress about being period correct with this one, if it works i will make adjustable components optional
yeah i have been doing more research and i think in theory it should be possible. i need to do more research on wedge adjustments and weather that is do-able. i don't think i can include spring rubbers though --- Post updated --- guys i posted an update! in case you haven't seen it tell me what you think
When i'm back from vacation, I can send a file with all the BeamNG.DRIVE brands (except manufacturers) for people to use for skins. (Yes, I know he said that uv maps will take a while)
Its not so much that they will take a while its more that the mod has a long way to go before its done so it will be a long time before people can use the skins And i cant guarantee that i wont change the model and/or the uv maps during that time I would say the first alpha release would be the safest and most sensible time to sort out skins However having all the beamng brands would be very nice and will save me a lot of time not having to fish through every map and car file to try and find them
^Hirochi. Sorry for doing that. Anyone got any updates on the truck? It should be looking good as I know it. Keep up the good work my bro!!!
i want to use the farm area of east coast USA and build a small speedway there, and detail it up nicely but i need to learn more about maps in beamng before i even consider releasing it --- Post updated --- thanks, i also want to know about wedge adjustment. does anyone have any information
I havent been able to watch it yet but wedge is cross weight, which is how split the weight of the car is basically. Less wedge puts more weight onthe left front and right rear, but takes away weight from the right front and left rear. More wedge is the opposite, more weight on the right front and left rear, less on the left front and right rear. If the car is tight (understeer), you take away wedge. If the car is loose (oversteer), you add wedge. Generally you use less wedge in qualifying and then add wedge before the race to be as fast as possible in qualifying but to be able to last the whole race after adding it. A driver will add wedge by adjusting the track bar when they are loose, and take away when tight. This can also be done during a pit stop by using a 3/8 wrench and a 3/8 extension, or 1/2 if they use 1/2 (we used 3/8 on the modified and one of those speed wrenches that you can turn fast). You can also adjust brake bias in-car, if you're tight you move the bias to the rear of the car, and if youre loose move it to the front --- Post updated --- Oh yeah, higher trackbar on the right side loosens up the car, and lower tightens it That's basically how wedge adjusts how the car drives, in a nutshell
and indionapolis but i would love to make Firwood speedway i also want to make a dirt speedway. i will make a new thread if i decide to go ahead with it
Now i could easily use the new engine sounds from beamng for my mod but if i wanted to have more accurate engine sounds how would i go about doing so?
If you have a way to get audio files this is probably a good place to start, someone explains it a little in to the thread https://beamng.com/threads/how-sounds-work-in-0-10.44676/