Announcing Automation & BeamNG.drive collaboration!

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

Thread Status:
Not open for further replies.
  1. KozyKat

    KozyKat
    Expand Collapse

    Joined:
    Jun 12, 2015
    Messages:
    233
    Ok, thank you.
     
  2. Acrain7

    Acrain7
    Expand Collapse

    Joined:
    Sep 7, 2015
    Messages:
    2,321
    edit- first post was in the wrong thread lmao

    How will the new cars work performance wise in comparison to the old ones? if they are much better FPS wise, i think that they could be a LOT of fun for scenarios and AI Traffic!
     
    #322 Acrain7, Jun 25, 2018
    Last edited: Jun 26, 2018
    • Like Like x 4
    • Agree Agree x 1
    • Informative Informative x 1
  3. Daffyflyer

    Daffyflyer
    Expand Collapse
    Automation Team

    Joined:
    Aug 20, 2013
    Messages:
    52

    Performance varies a fair bit depending on how many fixtures you stamp on to the car, but I'd not expect them to be meaningfully better FPS wise.
     
    • Informative Informative x 2
  4. workclock1©

    workclock1©
    Expand Collapse

    Joined:
    Jan 4, 2016
    Messages:
    2,862
    Quick question, how exactly is the JBEAM Exported? How does it just randomly create itself?

    This has been on my head for quite a while now, how does the JBEAM Just generate in a matter of seconds?
     
  5. silvermanblu

    silvermanblu
    Expand Collapse

    Joined:
    Mar 1, 2013
    Messages:
    245
    From my understanding is it is pretty much a modular Jbeam. Then it just incorporates whatever suspension and engine stats you build. The bodies will not deform correctly, but they will handle to your specifications.
     
    • Like Like x 1
  6. Honest Nick

    Honest Nick
    Expand Collapse

    Joined:
    Nov 29, 2015
    Messages:
    281
    I have a question. Cars would have a working blinkers? It would be a nice, because devs working with dynamic AI-traffic now...
     
  7. ¿Carbohydration?

    ¿Carbohydration?
    Expand Collapse

    Joined:
    Mar 19, 2017
    Messages:
    1,390
    Will the kee version of the game be supported?
    Will modded automation parts work?
     
    • Agree Agree x 1
  8. Nadeox1

    Nadeox1
    Expand Collapse
    BeamNG.Support
    Staff Member

    Joined:
    Aug 5, 2012
    Messages:
    11,320
    Only UE4. Kee is deprecated.
    For the other, see first post.
     
    • Informative Informative x 5
  9. Some Dood

    Some Dood
    Expand Collapse

    Joined:
    Jun 28, 2018
    Messages:
    23
    just a quick question tho, i didnt read through so if this was already posted im sorry. Ok so here is my question. If there is an engine error or any other error due to poor tuning to the engine or what ever, will that export with the vehical and do what the warning in the game say it will do? for example, Warning, engine shut off due to too much knocking...... Will this happen in the game? Also, if we take the automation model into 3ds max or blender (I personally choose blender over 3ds max) can we add the damageable parts(i.e. Engine hood, trunk, breaking glass and an interior) would this be possible, also one more thing. Will we be able to share these creations on the beamng forums?
     
    • Like Like x 1
  10. Daffyflyer

    Daffyflyer
    Expand Collapse
    Automation Team

    Joined:
    Aug 20, 2013
    Messages:
    52
    Poor tuning etc - It won't fail in Beam because of that currently but it will run terribly (very little power) in most of those cases

    2. Sure, they're just DAE files, you can use them as a base for whatever mod you like :)
     
    • Informative Informative x 1
  11. Some Dood

    Some Dood
    Expand Collapse

    Joined:
    Jun 28, 2018
    Messages:
    23
    cool cool, btw i LOVE your game. i just need to get used to making a fast engine. Also, will there every be any realistic damage like in beamng in the future??
     
  12. rottenfitzy

    rottenfitzy
    Expand Collapse

    Joined:
    Mar 7, 2015
    Messages:
    54
    @Some Dood
    It exports the engine as a torque curve, so if the engine is knocking and making 20hp out of a 8.0l V12, then that curve will be exported, meaning that the knocking engine will make 20hp in game.
     
  13. DriftinCovet1987

    DriftinCovet1987
    Expand Collapse

    Joined:
    Apr 14, 2016
    Messages:
    739
    Will there be any chance of the Automation cars' lights working in the future? I'm especially asking about the pop-ups, as Simraceway's pop-up cars did not have their headlights working (something which seriously annoyed me back then).
     
  14. BlueGinge123

    BlueGinge123
    Expand Collapse

    Joined:
    Oct 14, 2016
    Messages:
    563
    I think it will be a possibility, but probably not a thing in the updates initial release, as that requires a more advanced JBEAM than what the exporter currently supports.
    maybe a later update, but I'm not entirely sure
     
    • Agree Agree x 2
  15. Daffyflyer

    Daffyflyer
    Expand Collapse
    Automation Team

    Joined:
    Aug 20, 2013
    Messages:
    52

    Lights working is something we'll look into for a later update.

    Pop-ups will never work, although we do have popped versions of them in Automation, so you could have your popups always up.
     
    • Informative Informative x 4
    • Agree Agree x 2
  16. Fenneko

    Fenneko
    Expand Collapse

    Joined:
    Sep 15, 2013
    Messages:
    3,185
    Will there be a expansion of model years later on from the merge (example: cars from the early 40s, or in the 30s)?
    Are there also plans to make body selections like the cross-country ones from Volvo? If not, will the cross-country aerodynamics (basically the off-road parts of the vehicle) be added to something like a sedan?
     
    • Agree Agree x 1
  17. Daffyflyer

    Daffyflyer
    Expand Collapse
    Automation Team

    Joined:
    Aug 20, 2013
    Messages:
    52
    We're not doing pre 1945 stuff, but we'll continue to add a bunch of more modern bodies.
     
    • Informative Informative x 11
  18. SpotlessBird762

    SpotlessBird762
    Expand Collapse

    Joined:
    Sep 4, 2016
    Messages:
    1
    Dear Developers,

    A few Questions:

    1.) Will parts selector work with my exported cars? Can I fit BeamNG interior in Automation cars?

    2.) How many nodes and beams will my exported creations have compared to the standard BeamNG cars? Will they be much simpler or just a bit simpler?

    I really appreciate this step, I just bought Automation for this reason and I can't wait for the update!
    BeamNG developes in the right direction, keep up the great work!
     
  19. Some Dood

    Some Dood
    Expand Collapse

    Joined:
    Jun 28, 2018
    Messages:
    23
    baught automation for this update aswell. and also if you look up a bit and see my answered questions, they are somewhat equivalent to yours. hope i helped
     
  20. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    2,997
    After exporting car, modder needs to look BeamNG Bolide and see how popups are made, then build that functionality to mod to get popups to work. That is nice task that teaches a lot for any aspiring modder :)
     
    #340 fufsgfen, Jul 3, 2018
    Last edited: Jul 3, 2018
Thread Status:
Not open for further replies.
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice