Not sure if I have time, because I'm doing something for crashmaster already and I'm lagging behind in schedule of that already, but such simple engine mod is not hard to do really. When it comes to suspension and such, that is taking a lot more time, there are so many things depending from other things that it's tens and tens of hours and still there is a ton to learn too which slows down even more, it does not help either that I'm quite slow these days I might do rest of engine placing to back though and few variations of engine for you, but not sure how quickly as it needs some research etc. Pulling a wheelie, that requires special tires for sure, it is not quite clear to me how would be best to make such, but technically it should be just altering two files of current tires if they are pressurewheels type, haven't checked. Of course some supercharged engine is needed for that. Again hard part is to make it work well with other driving. Update: On another though, you could use hydros and extend node/beam construction from bottom of the car to make that wheelie thing happen, just have it hinged to front and it should work when pressing a button. I have no idea if I'm able to make such. Wish I would have more time for it, because that would be really interesting to experiment with. --- Post updated --- Something like this would be a structure I would attempt to make: Then it would be like tailgate of pickup, have to have custom input assigned to it, you press it and hydro pops out, press again and hydro retracts.
--- Post updated --- "On another though, you could use hydros and extend node/beam construction from bottom of the car to make that wheelie thing happen, just have it hinged to front and it should work when pressing a button. I have no idea if I'm able to make such. Wish I would have more time for it, because that would be really interesting to experiment with." cool stuff. Could be that there is a invisible wheel needed for that, otherwise the car might slow down - defenitely worth trying that out tho. There will be sure time at a point down the road. No need for it to happen immediately.
Why does my car look like this? (Ive cleared cache disabled all other mods and deleted and reinstalled mod)
@53_herbie_53 Make sure to have a back up, if something goes wrong --- Post updated --- I noticed a glitch with the paint when you change colour, could you make the herbie paint an option ? --- Post updated --- OCD kicking in, one side of the car sits higher than the other, look at the suspension arm
I'm having interesting issue, I did checked coordinates from .dae file and when I put nodes for engine jbeam to file, position is not matching, there is something roughly 0.2m difference in y-axis, so that when I place nodes to these coordinates they end up around ~0.2m more towards front. When I look jbeam with body in NBEditor it looks like there is that same amount of difference. Engine and transmission are around 160kg or so, placing them ~0.2m different position will have some effect to handling of course, so for me it looks like that everything in Blender needs to be moved that much backwards as they are off center by that amount. Wheel and tire are at 0 though, but rest of the parts and the body. Exact amount looks to be 0.17m if my testing with body length sized cube is accurate: Edit: it seems there is two dae files, one is really big one that does not open properly in my blender, but renaming that makes model disappear from the game, however that smaller dae file with body and parts in it is not affecting anything. Then I can't really see where flexbody of car's body is defined. I think it would be best to change file naming etc. before it gets really confusing as some changes don't get applied currently as ingame miramar files override them. But I guess I just move nodes bit backwards, maybe body is at correct place in other file?
V6R4 has (one) radiator in the front, like many mid-engined vehicles. Radiator isn't necessarily where the engine is, mid-engined cars often have more than one. Like, the Delta S4 had one electric active radiator in the front and two passive radiators in the back, right over the engine. In BeamNG, particles are generated at the location of the radiator deformGroup, fixing the Beetle would be easy enough either way.
About the self-repairing thing in the movies, I swear there was a mod somewhere that did that, Idk if it works anymore though...
good to hear! thanks for this report. However the whole chassis is just a placeholder and will be replaced with this new model - with that it should look fine:
I know that radiators on Delta S4 But I didn't know that radiator was on front on V6R4 Back on topic: Seems good
@fufsgfen This is the selfhealing lua script. Normally it should already work if it is placed inside the mod folder - or does it need to be called from another script? For some reason the bug doesn't heal... Do you know how to run this lua script on the initialisation of the mod so that it the car is regenerating constantly - even when the car is in fine condition? Btw. the only thing thats required to get called here is M.regenerate = regenerate ...
I don't have idea really, to get script run, I would need to refer to only time I attempted to make such and it was not pretty, managed to get it to work eventually, but can't remember how, that is why I wrote so much there so that when I need that information I might bounce from many fails to working version eventually and maybe my memory will reveal some things after reading all that again: https://www.beamng.com/threads/failing-at-creating-custom-inputmap.51839/