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Automation Exporter Feedback & Bug Reporting Thread

Discussion in 'General Discussion' started by Nadeox1, Jul 13, 2018.

  1. Skropeling

    Skropeling
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    The lights on Automation cars don't really do anything at night.
     
  2. Nadeox1

    Nadeox1
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    BeamNG.Support
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    On the most recent exports they do work fine here.
    May be your vehicle hitting some corner-case.
    Or you just have your lighting graphical setting on 'lowest', which means no dynamic lighting.
     
  3. Skropeling

    Skropeling
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    I'll give it a quick redo and see if I get different results, I have have my lighting on high so it's probably something to do with the export.
     
  4. bngdoodaus

    bngdoodaus
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    no plans to do basic interiors or better crash damage physics and parts?
     
    • Agree Agree x 1
  5. Nico1968

    Nico1968
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    May 9, 2019
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    when I import my car the wheels are bouncing around and Explode. If i do it on grass some times it will work for me but 15% chance at max what can i do to fix it ?
     

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  6. Nico1968

    Nico1968
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    managed to fix the bug in that I Exported the care several times till it worked think it was export 7 that finely worked.
     
  7. SinjnCortes

    SinjnCortes
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    I've exported a couple vehicles from Automation to Beam and I had problems with both. The first one had the smallest stroke/widest bore that revved to 12k RPM. But once you spawned it in, the engine would be starved of oil and would shut off before you reached the top of the rev range. The second is a car with a max sized boxer 4 making 1200hp. The power comes in fairly linearly but in 3rd gear, doesn't rev to redline. In 4th, the revs will rise to a lower point. I have the gearing set to meet the estimated top speed without changing the spacing but it shouldn't have problems with as low a gear as 3rd. I've tried disabling all mods and the problem still persists.
     
  8. Inn0centJok3r

    Inn0centJok3r
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    The problem with the first car is too much beamspring in the engine jbeam. The engine vibrates and causes weirdums. That’s something caused by the exporter. You can fix it by going into the main jbeam and then finding the engine beams. You then have to lower the beamspring values yourself. I recommend Notepad++ for that (it’s free)
    The second car is basically flawless, the only issue is that automation exports a top speed limiter for cars. It seems as if you hit automation‘s predicted top speed of the car. You can remove the limiter in the engine jbeam. The value is called „topSpeedLimit“. Just remove it
     
  9. SinjnCortes

    SinjnCortes
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    Hello, thank you for the help although I'm a little confused. I've found the engine beamsprings but I'm not sure what portion to change. In the engine section near the top of the list, there is this line:
    {"beamSpring":36115232,"beamDamp":902},

    Then a lit bit further down, there is these lines of code:
    {"beamStrength":347014},
    {"beamDeform":13880}
    {"beamSpring":2777506,"beamDamp":69},
    ["engine0", "a21"],
    {"beamStrength":231343},
    {"beamDeform":9253}
    {"beamSpring":1851671,"beamDamp":46},

    The continue a good ways down and I'm curious if I'm supposed to change all of these beamSpring values or just the top one. What also is a good value to change it to?
     
  10. Inn0centJok3r

    Inn0centJok3r
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    I would just change the value of 36 million
    Thats waaaay too high and should fix the issue
     
  11. SinjnCortes

    SinjnCortes
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    Excellent. Thank you for the help. The first car now works great. However, I'm having difficulty with the second car now. I extracted the files from the zip file, opened the engine jbeam file in notepad++, found the top speed limiter and deleted it. I saved the file and zipped the folder. Now there is the old broken zip file and another new (supposedly) fixed zip file in the mod folder however, the file appears in the repository but doesn't allow me to select from the car list. This method worked for the previous car so I'm not sure what my issue is.
     
    #231 SinjnCortes, Oct 16, 2019
    Last edited: Oct 16, 2019
  12. Inn0centJok3r

    Inn0centJok3r
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    Is the zip in the mods folder or the unpacked folder?
     
  13. SinjnCortes

    SinjnCortes
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    There is 1 unzipped folder and 2 zipped folders (one modified and the original)
     
  14. Inn0centJok3r

    Inn0centJok3r
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    Yeah but in which folder are they
     
  15. SinjnCortes

    SinjnCortes
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    C:\Users\sinjn\Documents\BeamNG.drive\mods
     
  16. Inn0centJok3r

    Inn0centJok3r
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    If the unzipped one is in the normal mods folder, then the mod won’t be seen by beam. You have to place the mod in a folder named „unpacked“ , which has to be in the mods folder (create it yourself if it isn’t there)
     
  17. SinjnCortes

    SinjnCortes
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    You are fantastic! Both cars are working great (tuning sucks but working as they should nonetheless).
     
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