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Released All new Automation Engine Converter

Discussion in 'Utilities and programming' started by L0c4lh0sT, Aug 27, 2014.

  1. HighDef

    HighDef
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    Can you look and maybe help with where I am going wrong please?

    When I spawn a hatch now it is just not there, no car spawns.

    Thanks for your time.

    https://drive.google.com/open?id=0Bxc5Lo7JqcTfNkFvbkZzUFlOelU
    --- Post updated ---
    I have replicated some real world engines and converted them to BeamNG torque curves.

    5.0l Coyote (Ford F150 (same as Mustang 2015 but with cast downpipes for better low end torque))
    Suzuki GSXR 1000 K2 (2003)
    Nissan RB26DE (Skyline GTR R32)
    Honda K20A (Civic Type R)
    SR20DE (Nissan Silvia non turbo)
    4AGEU 1.6L (Toyota Corrolla AE86)
    V8-327 (Chevrolet most 60s cars)

    https://drive.google.com/open?id=0Bxc5Lo7JqcTfQWlqTXFodExMTGs
     
    #181 HighDef, Jan 12, 2017
    Last edited: Jan 12, 2017
  2. Josh

    Josh
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    @HighDef

    Here you go
     

    Attached Files:

  3. HighDef

    HighDef
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    That's great thanks.

    So the first bracket on line one, the alignment of the lines and move the commented line of intake stuff to the bottom of the first slots function.
    I am learning code at the moment so as many mistakes that I can learn from, the better. Thanks again for that now I can start making engines with Automation. Cheers!


    Also Is it possible to assign an engine noise to an engine via the engine.jbeam ?

    Would it involve making a hatch_sounds.sbeam that will replace the one in the dir and include the standard data and then the data for the other engine noise/s.

    On further investigation, to me it looks like, at this stage, you can only have one sound assigned to a vehicle at one time. I hope I am wrong. :)

    Thanks again for your time.
     
  4. Josh

    Josh
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    That I don't know.
     
  5. Razr7

    Razr7
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    Now would i do this for this http://www.beamng.com/threads/chevy-crate-engines.35015/ . This is the readme file
     

    Attached Files:

  6. DAYTONAAAAA

    DAYTONAAAAA
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    Some time in the future, I am planning to create my own car mod from scratch for a school project.
    This involves creating a 3D model for the first time, programming a mod for the first time, texturing for the first time, etc. for the first time. (just to show how little I know about how this works).

    To make it easier, I want to use this app to create the engine torque curve.
    But, I have some confusions and questions about this app:

    1. Do the engines basically replace the engine of a current car?
    I'm asking this, because I can't really tell if this is an app that modifies the car in-game, or modifies the files themselves.
    2. If the answer above is "modify the car in-game", is it temporary?
    3. Will this work if the car that I want to modify has no engine?

    Thanks!
     
  7. Razr7

    Razr7
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    Once i import my engine into the converter (version 161121 of Automation) the app crashes every time (windows 10 64 bit) when trying to import (using BeamNg version 0.8.0.1 Release, please help, i really want my engine in the sunburst
     
  8. Josh

    Josh
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    This app has been outdated for awhile use the newer one search (automation beamng engine converter) on google it should be a thread from 2016.
     
  9. nismo_400r

    nismo_400r
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    could you please put a link to the newer one as i cannot find it on google
     
  10. Razr7

    Razr7
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    A couple hours ago, when I found it, it was on page 7 of content creation
     
  11. DAYTONAAAAA

    DAYTONAAAAA
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  12. Kirakat

    Kirakat
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    It really sucks that this system is no longer useful. It's such a better tool (From the looks) than the engine converter 1.2 deal. Any chance for this one being revived?

    ---
    Didn't even look at the dates, Whoops.