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Discussion in 'General Discussion' started by Nadeox1, Jun 15, 2018.
Ok, thank you.
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!
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.
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?
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.
I have a question. Cars would have a working blinkers? It would be a nice, because devs working with dynamic AI-traffic now...
Will the kee version of the game be supported?
Will modded automation parts work?
Only UE4. Kee is deprecated.
For the other, see first post.
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
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.
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).
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
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.
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?
We're not doing pre 1945 stuff, but we'll continue to add a bunch of more modern bodies.
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!
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
loose mesh splitting in blender)
So this might be a little off topic but I was planning to buy automation when the promotional sale came out but I saw that there is a steam sale already on it that is only a dolllar more than the promotional sale. Is it worth having those extra skills from a few days before so i'll have cars ready when the update happens? Please give your suggestions.
I think that you could buy now, there is not so huge price difference, only 5% I believe and BeamNG is actually now cheaper than at coming sale, so anyone looking to buy BeamNG will get it now cheaper.
Then there is point of supporting developer teams and paying higher price, if one can afford that.