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Announcing Automation & BeamNG.drive collaboration!

Discussion in 'General Discussion' started by Nadeox1, Jun 15, 2018.

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  1. Daffyflyer

    Daffyflyer
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    Automation Team

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    Nothing heavier than an F350 or so.

    Nothing smaller than a Kei car.

    More old stuff yep (and more new stuff too)

    Flat 12s maybe eventually, but no plans. Flat 8 and 10 probably no.
     
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  2. TROPtastic

    TROPtastic
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    Thank you Daffyflyer (and the other Automation devs) for being so active in this forum thread! It really shows how strong the collaboration is between the Automation and BeamNG.drive dev teams, and hopefully is a sign of good things to come in the future!
     
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  3. General S'mores

    General S'mores
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    Are there gonna be more body styles like these vehicles (in terms of sport cars)?


     
  4. PriusRepellent

    PriusRepellent
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    At this rate, BeamNG may very well join the ranks of Gran Turismo as one of the greatest games ever of the genre once it is finished.
     
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  5. Popeyes

    Popeyes
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    Can't forget all those Papyrus Racing games.
     
  6. Daffyflyer

    Daffyflyer
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    Automation Team

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    Well, we've already got a very similar one to the Aston.

    Yeah, we'll have more modern supercars, but right now we need to focus on filling gaps in the body range (like we have 0 modern vans right now for example)
     
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  7. Asgalager

    Asgalager
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    When you export to BeamNG, will the model of the engine also be there?
     
  8. Dealercrash

    Dealercrash
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    Car Visuals - The meshes for chassis, body, engine, gearbox, suspension, all fixtures, wheels and brakes are exported. Some fixtures can break off your car, and your car materials and paint find their way into BeamNG as well.
     
  9. atv_123

    atv_123
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    Look, I don’t want to be that guy, but a lot... and I mean a LOT of questions being asked here can be simply answered by just taking a look at how Automation plays. There is no real need to inundate this thread with multiple iterations of questions about interiors and body panels and stuff like that. All simple questions... literally all of them... can be answered by just watching the two short videos released. Also, keep in mind, like they both stated, this is just a first release. They are just getting started with fleshing out this idea.
     
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  10. Iro

    Iro
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    im just going to mention the fact this could be useful for base jbeams, as in you create a car as close as you can and just use the generated jbeam on your model/s̶o̶m̶e̶ ̶s̶t̶o̶l̶e̶n̶ ̶m̶o̶d̶e̶l̶
    and i assume it'd still be modifiable by using NBE or Notepad++ or whatever the cool guys use
     
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  11. D/C

    D/C
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    Yay more weird car mods coming
     
  12. Iro

    Iro
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    devs should get really strict with approving automation mods, instead of letting everything slide through like they pretty much currently do

    (no hate staffff)
     
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  13. alex hart

    alex hart
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    All the cool kids use notepad ++.

    OT:
    I agree, if the repo floods with hundreds of new gavrils and Ibishus then immersion would be somewhat broken for me. I like that these mods are getting their own section, but I do think staff should carefully look over each one before approving them (I know that could be time consuming and therefore cause problems)
     
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  14. hog0005

    hog0005
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    Absolutely awesome to see these companies coming together to create something I am sure many players have dreamed of for years.
    I have owned both games for quite a long time and was ecstatic when I saw the news.

    Thank you to all involved in bringing this collaboration to a very lucky community.
     
    • Agree Agree x 5
  15. fufsgfen

    fufsgfen
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    What is quality?

    If I want to take 50's huge sedan with big wings, have it carbon fibre body with tubular frame and screaming V12, who is to say if that is quality choice or not?

    Mike might think quality as how well created vehicle replicates some real car, while Ben might think quality as how creative the design is.


    Automation has different filtering options for vehicle, body type, year, etc. those might be useful to be in repo.
     
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  16. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

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    We know some will be tempted to submit on the repository any creations they make.
    As said in the early pages (read them), there are going to be ways we will be dealing with those.

    For your comment on what we currently do:
    You are missing a point: You are not seeing what is going behind the repository front-page.
    I assure we don't let everything slide through. Mods are getting rejected often for a reason or another, it's just that you are not shown all of that ;)
    Anyhow, threads explaining/discussing repository moderation works exists, so I invite not to start another one in here, de-railing the actual topic of this thread.
     
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  17. TedGuijt

    TedGuijt
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    Will aerodynamics work with these cars (like spoilers, front splitters and body drag)
     
  18. Nathan24™

    Nathan24™
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    Dude, let's not spoil the surprise, please. ;)
     
  19. Harkin Labs Gaming

    Harkin Labs Gaming
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    I have a question: Can cars made using mods in Automation be exported to BeamNG.drive? I couldn't find anyone else asking this question, and it wasn't in the FAQ.
     
  20. Acrain7

    Acrain7
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    How will the parts menu work on these vehicles? like, will there be one at all and how will modifications work, as well as the tuning menu? will we be able to add and replace parts on the suspension, engine, body, wheels ect? (i assume colors menu works by default)

    Also, even if there is no interior in the cars can we make the windows window-y (clear glass) instead of matte dark gray, i think it would look much better for both gameplay and screenshots :)

    OH, almost forgot, i saw in the video that the yellow Ford-Explorer-Esque suv had modeled suspension; will all cars have that? same goes for underside and engine bay :)

    (i already understand that they wont have interiors)

    -Skin support?
     
    • Agree Agree x 1
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