Fixed wrongfully overwrite of vehicle specific bindings.
Updated to the current BeamNG version (0.15)
The model got a freshup (less complexity) and a new texture based on this. And additional the spawning process is more fluid now thanks to torsion and thomatoes50
The Gravil Grand Marshal is now able to deploy spikes on the go. The controls can be adjusted in the vehicle specific bindings section.
From now on are the Spikes a lot resistant against external force. So now can the Spikes grab better, so the theory.
Some good Video from Neilogical
A video of the current version from WhyBeAre
Improved Physics, little Texture (if someone could make a better one, that would be really nice; the UV-Map can be adapted)
During my testing, I have created a stationary spike strip. It is unrealistic but it makes fun^^
The download is in the forum thread
New Body and Physics properties
my intention is, that I want to have a spike strip, which can be thrown out by police cars. This is my first spike strip attempt. I´m not a pro in Blender nor in jBeam programming, so it could take a lot of time before the next update comes. Yet I spend the most of the time on a design that breaks the wheels every time. The next step is to figure out how to attach the spikes to the vanilla police cars and the last step is how to detach the spikes from the car in movement.
Tell me what you think and if you want to help me contact me on the forum.
I´m looking forward to reading your feedback.
Blender Exporter plugin: http://www.beamng.com/threads/blender-exporter-plugin-0-2-0.11514/ from rmikebaker edited by thomatoes50
Support & Feedback: you, as a part of the community
Spikes / NodeGrabber / Spikestrip 8
Spikestrip as a Prop