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Discussion in 'General Discussion' started by Nadeox1, Jun 15, 2018.
I did but I kept ending up in the barrier lol
On this they work,
Amazing, thank you.
did the update come early? I see a lot of people driving automation cars in beamng… or is it something exclusive?
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call me an idiot if Im being one.
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They have released an early version to Youtubers to test it and see the public opinion.
i'm a youtuber.... *looks at my 4 subscribers*....
It's only 3 days i'll wait..
But i'm away, so i have to wait for 6 days
Ok, Good. I Saw It And Thought It Was Released Already.
Devs already confirmed the update will release on the 13th for all BeamNG players (along with ones playing Automation).
I have 85 why I didn't get it xD joke
Do police lightbar from automation will work properly with working siren in beamng drive ?
Two questions for the devs:
1) Will hydropneumatic suspensions be properly rendered in Automation (no visible springs, rendered suspension spheres etc.)?
2)Will they be properly simulated in BeamNG in the future? It would be nice to see suspensions that properly self-level, for for example, like in this video:
I think that it could already work, Bus, airbags.
What you need to is add little bit code to make it change pressure under certain conditions.
i did not read all the 20 pages but, it is possible to expor a beamng car into automation and mod it there? looking into the miramar wich mimics the body of my car, just need to edit rear lights
No, that would require exporter from BeamNG and I doubt that is happening.
Honestly... that kind of exporter would probably be more difficult then the one from Automation to BeamNG
The one thing I wanna know is, will we have access to the .DAE files from converted Automation vehicles?.
update now coming 4/20/69
I don't want to sound like a dev or anything, but yes, you will have full access to the .dae files that can be modified in blender... its as simple as just opening it up like any of the other cars already in game.
Edit: One think to keep in mind though... the engines in Automation are modular... so that they can be easily built up and changed... this is exactly how they are exported into blender as well... in their modular parts to be used as props. So just keep that in mind for all you people wanting to port engines... if your gonna port the model as well... I recommend not messing with any of the numbers for prop positions or node locations or else everything will be all out of wack.
Or just move all of the parts along woth the engine, just select all in blender, move where you want it, apply location and done
I mean maybe? It didn't look like it would be that easy to me, but I have also never dealt with props before, so what do I know.
I have a question for the devs: If you make more than one trim for a car in Automation, will all of these trims be ported to BeamNG?
Hopefully there are some bugfixes too, as of now I have found out that first engine variant is what ends up into car, but if I make changes to engine, that engine model in car is not being updated, so here for example should be 2x 2bbl carbs, but first variant with 4bbl carb is in car: