Yes, more bodies will be released (unchanged) in a pack. Then we'll see... As for the Raptor... I started with one of the most complicated bodies we have. The only one that was explicitly donated to the project... It's very detailed. Besides, a lot of paint schemes are available and these were mostly designed internally... so it seemed like the best option at the time, but the roof, the spoiler and the bulge around the rear fenders were all particularly difficult to do... It took some time, but I have to say it works satisfingly well now. Other bodies would probably be much quicker, but I'd like to move on to new chassis options now... Not submitted yet. It's being tested, while I'm readying the optional packs.
would that new chassis entail either the Cohen or a Leafer? also, from what i could gather in this thread, it took you about two weeks for the raptor to be breakable.
Cohen for sure... then PEI and Willman. More like 10 days (I've been away for work for most part of the previous week), but it was still 10 days of very intense work. Especially for someone who's recovering after surgery.
here's an idea to implement after the breakable bodies/repository version is done and uploaded: brake hubs. the game simulates brake fade. it would be cool to put it in the center brake hubs. probably wont be able to have sparks, but having the steam come from there and have brake fade like the real trucks would be cool. cam is pretty good at the art of brake melting.
Well... We tried. Particle generation for brake thermals is currently hard-coded at the wheel hub, where a standard disc brake would be. Basic LUA could be rewritten and adapted to a pinion-brake design, but: - Overwriting basic game functions is deprecated and far from practical - It would cause the mod to get rejected from the mod repository - It would likely be outdated as soon as a proper solution lands with a game update
That we did. CRD actually had brakes and brake thermals implemented as a test - which is when we learned more about how the brake system works. The code for thermals and and brake smoke is in wheels.lua file: Code: if slopeSwitchBit < 1 and thermalEfficiency <= brakeSmokeEfficiencyThreshold then wd.smokeParticleTick = wd.smokeParticleTick > 1 and 0 or wd.smokeParticleTick + dt * 50 * (brakeSmokeEfficiencyThreshold - thermalEfficiency) if wd.smokeParticleTick > 1 then local particleType = electrics.values['airspeed'] < 10 and 48 or 49 obj:addParticleByNodesRelative(wd.node1, wd.node2, 1-math.random(1) , particleType, 0, 1) end end wd.node1, wd.node2 is where it defines the Wheel Hubs as the location for brake smoke. Which makes it difficult to change, unless we override that in wheels.lua I think we may all agree, that red hot pinion brakes would be pretty cool though We'll see what the next few game updates bring.
we already have a stage 3 monster truck with the CRD. the cohen is partially ready if i'm correct, but IMHO, we should do a stage 2 (old leafer) truck before a willman. but if you want to do a willman first then i'm all in
Status update: the mod is being tested internally. Results so far are encouraging. Repack and cleanup in progress. Completed modules: - Main repository mod, including a Naked config and two Trophy Truck variants (Steer Clear, and a new BeamNG-themed paint scheme by @Blijo and @acapaldi). - Accessories Pack, including branded textures and additional tire options (Goodyear, Ukraine). - Bigfoot Pack, including badging for the Raptor Trophy Truck body and six official Bigfoot 19 paint schemes. To do: - Legacy Pack, including all the classic paint schemes for the F150 body. - Simple Bodies Pack, including all the current bodies with breakable front clip. The mod will be submitted to the repository after the (now imminent) 0.8.1 update of the game, to ensure it's not outdated before it's even launched.
Are you going to release the beta of the mod here with the breakable bodies first?? Or are you going to upload the skins here only?
I don't know. If game update comes next friday as expected, I might skip beta and aim straight at the final repository release.
cool, my 311MPH SBR4 might die as it's basically made from 15 different mods, but the fact that the monster truck is ready for 0.8.1 is good, at least I know one mod will work
I don't know if it is, yet. No game breaking changes/features are expected this time though, so it's just a matter of precaution.