I guess I should post about some of these before someone else claims to have the first [vehicle type] in BeamNG.. I have a nice lineup of cars and trucks half done, but also a number of different vehicle types. They are not really supported by BeamNG yet since it's focused on cars for now, but a lot can be done with creative use of the existing features. Some vehicles I have planned will need new features to work. First, here's a plane that I originally made for Rigs of Rods, converted to BeamNG a few months ago and updated a lot since then. Don't expect a release soon, it's far from finished. Some features: - Wing, propeller blade and control surface aerodynamics work with submesh triangles. - Functional ailerons, elevators, flaps and landing gear, done with hydros. No rudder yet, not enough inputs available. - Fuselage also has triangle surfaces. In addition to aerodynamics, it also works in water. The plane will glide on the surface at 50 km/h or faster. Any slower and it sinks, since there is no buoyancy yet. - Propellers are powered with rotators. They work much like the default wheels, but you can define a custom group of nodes where the torque is applied. - Adjustable propeller blade angle with gear shifting + automatic adjustment with airspeed. - 3000 hp, since it wouldn't fly with less. It should have about 1/10 of that. Apparently submesh triangle aerodynamics are very inefficient compared to airfoils. It's still slow and drops like a brick if you turn off the motors. - Electric hybrid powertrain: engine-generator in the fuselage, electric motors in the wings. - No damage yet, I'm more interested in flying than crashing. Next one is something completely different..
It looks so good! Nice to see a good guy from RoR here in BeamNG that brings good content! Hope to see some more Cars?/Vehicles.
Oh my god. A plane. In BeamNG. All I can say is: YES. JUST YES. This looks awesome. Great to see another RoR modder coming to BeamNG and making some awesome stuff
one thing i'd like to say, is how isnt there enough inputs? there's around 101 or so keys on a standard keyboard
WTF?! I'm so freaking confused here. I'm currently modeling a plane for BNG, and I tell a few people and now I see these threads about planes?????
3000 horsepower is a lot for an airplane of that size. I remember the Bell UH-1Y Venom helicopter produces about that much power. Have you considered making this into a dual-rotor helicopter, or something like it? It seems to me that the game engine doesn't really support airflow over the wings yet, which means a helicopter would make more sense.
That plane looks very nice Miura. I wish I had something constructive to say but I don't I modeled a photography room for RoR, Nadeox released one the next week. Started a Willys with Torubisu, Mythbuster announces his a week later. It happens...
Hydros use the input sources you see in electrics debug, so you can't just assign a key for them (as far as I know). More sources are planned, maybe custom sources per vehicle. They don't have to be manually controlled, for example airspeed or altitude can already be used to control hydros. I'm using turn signal source for landing gear, headlight source for flaps and gear indicator for propeller angle. No reason not to make more planes of different types and designs. I can tune the aerodynamics to have more lift or less drag, but not both at the same time. So the plane either takes off easily but top speed is too low, or goes fast but barely stays in the air. Better propeller and wing designs could help, but I think it's going to need some new features to fly with realistic power. If I remember correctly, something about propeller airflow was planned. Maybe I'll try a remake of the twin rotor tiltwing that never worked very well in RoR.
Wow! I never saw this. Awesome job man. I plan to make something like this as well, when we have command beams and more input options to choose from, but this is already epic! As for now, we have this and a flying Bolide.