oh damn you brought it back i thought it a lost cause after the game went PBR and this thing just became out of my capability to update great stuff --- Post updated --- been there done that
gonna try to add some other features like brake thermals and dampers that work dampers seem to use some kind of adjustable slidenode thats supposed to be bound to the lua but idk how to update it to work with the modern game currently got the hydros that are supposed to stiffen the suspension moving by linking them to the blinkers which doesent really work but they do move somebody that actually has intelligence can probably get it working i cant code at all i just tried to copy over the crusher lua that didnt work
By the way, it says 1972 instead of 1927 in the filename... Whoops! Just a simple mix-up when you were typing and that is totally fine. This is a really nice vehicle anyways and is worth the error.
Awesome refresh! I was making a custom config but found a weird bug, every time I remove the front bumper, the game crashes.
its kinda funny with beamng 0.34 release that they added the bruckell nine with looks exactly the same lol
Not really maybe the sedan but this car isn't based on a 32 ford model A and it drives completely different this car was out like 7 years ago or so the original pre war mod
Sorry for the bump but is there any chance that the headlight textures could be fixed for the current version of the game? Clearing the cache doesn't resolve the issue.
Wow, what are the odds I push a hotfix on the same day, just a year later? Just goes to show how not around I am lol . I reverted the headlight texture for now since it was just the Burnside one anyways, fixed the spare tire thing I thought I fixed a year ago, and added all the awesome fixes and updates done by @Vantello and @minediamonds304 so the main post isn't so lacking anymore. I made a super quick headlight normal to test stuff, but the mesh isn't cooperating in Cycles so I haven't been able to bake it properly yet (that's why it's not transparent like glass in the screenshot, thanks viewport shading). I want to get that done hopefully quicker than 365 days from now. No promises though!
If anybody is still interested in this mod, I've been trying random stuff with the jbeam files to try and fix the 'death wobble' off and on. I think what's causing the problem is either the engine torque or engine node weights in the engine jbeam file and the node weights for the axel and suspension jbeam files. With all the random stuff I've changed, I found reducing the engine torque and the engine node weights have significantly reduced the streanth of the death wobble, however it still occurs within 35 - 45 MPH but less pronounced and much smoother. For reference, my controller setup is set to (smoothing = 60) and (Strength = 410). Sometime in the near future I want to try messing with the caster and camber settings because of some old chats I've read from way back when. I know for sure that I left comments containing the original values for the engine torque, but not for the node weights unfortunately. edit - the original node weights for the engine was 35, keep that in mind if you want to revert it
Another piece of info I think it's important to list here, nothing is inherently broken with this mod as I remember when it was released around 2015ish it always had a slight wobbling issue. also in the original mod forum, correct me if I'm wrong, but I recall a discussion about a car with this type of dimensions/weight was hard to make due to how beam simulates everything, but I don't think that's the case anymore because we have the nine. If anyone would be interested and or willing to wait, I want to try using the Bruckell Nine frame with the Auriga body. It would be a mesh slap at that point but at least it would drive stable. One more thing since it's important to list, I will try to get permissions from the original mod maker, Muru, but they haven't been present for some time now, I'll proceed for the sake of mod preservation.
A slight progress report, I haven't started the bruckell nine body swap yet. I managed make the body's pitch/roll response more realistic by taking beamSpring and beamDamp values from the nine's frame jbeam. The suspension on the other hand is a whole different story, I gotta make a new custom node map for the suspension or go through with the body swap idea. I still can't pinpoint what exactly is causing the shake. I tried the camber, toe, caster settings i mentioned previously which ended up making it so much worse. I also tired changing a bunch of things one at a time with the leaf springs and dampeners which didn't improve anything.