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Broken Mod Reporting thread

Discussion in 'Mod Support' started by tdev, Aug 3, 2016.

  1. SushiPro

    SushiPro
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    Joined:
    Dec 21, 2015
    Messages:
    260
    I do have a torque converter, though. Here's my full gearbox:
    Code:
    "hatch_transmission_s": {
        "information":{
            "authors":"SushiPro",
            "name":"Single-Speed Gearbox",
            "value":150,
        },
    
        "slotType" : "hatch_transmission",
        
        "slots": [
            ["type", "default", "description"],
            ["driveSelector","driveSelector_FWD", "Drive Selector"],
            ["hatch_differential_F", "hatch_differential_F", "Front Differential"],
            ["hatch_differential_R", "", "Rear Differential"],
        ],
        "powertrain": [
            ["type", "name", "inputName", "inputIndex"],
            ["torqueConverter", "converter", "mainEngine", 1],
            ["automaticGearbox", "gearbox", "converter", 1],
        ],
        "gearbox": {
            "uiName":"Gearbox",
            "gearRatios":[-2.3, 0, 2.3]
            "oneWayViscousCoef":10,
            "friction": 0.3,
        },
        "converter": {
            "uiName":"Torque Converter",
            "converterDiameter": 0.35,
            "converterStiffness":15,
            "lockupClutchTorque":2000,
            "stallTorqueRatio":1.1,
            "couplingAVRatio":0.95,
        },
        "vehicleController": {
            "transmissionShiftDelay":0,
            "torqueConverterLockupRPM":1
            "torqueConverterLockupMinGear":1
        }
        "flexbodies": [
            ["mesh", "[group]:", "nonFlexMaterials"],
        ],
        "props": [
            ["func", "mesh", "idRef:", "idX:", "idY:", "baseRotation", "rotation", "translation", "min", "max", "offset", "multiplier"]
         ],
        "nodes": [
            ["id", "posX", "posY", "posZ"],
            {"selfCollision":false},
            {"collision":true},
            {"nodeMaterial":"|NM_METAL"},
            {"frictionCoef":0.5},
            {"group":"hatch_transmission"},
            {"nodeWeight":10},
            ["tra1", 0.37, -1.43, 0.39],
            {"group":"hatch_differential"},
            ["tra2", 0.25, -1.25, 0.325],
            ["tra3", 0.0, -1.25, 0.325{"nodeWeight":16}],
            {"group":""},
        ],
        "beams": [
              ["id1:", "id2:"],
              //--TRANSMISSION CONE--
              {"beamType":"|NORMAL", "beamLongBound":1.0, "beamShortBound":1.0},
              {"beamSpring":6440460,"beamDamp":145},
              {"beamDeform":780000,"beamStrength":"FLT_MAX"},
              ["tra1","e1r"],
              ["tra1","e3r"],
              ["tra1","e1l"],
              ["tra1","e3l"],
              ["tra1","tra2"],
              ["tra1","tra3"],
              ["tra2","tra3"],
              ["tra2","e2l"],
              ["tra3","e2l"],
              ["tra2","e1l"],
              ["tra3","e1l"],
              ["tra2","e3l"],
              ["tra3","e3l"],
              ["tra2","e4l"],
              ["tra3","e4l"],
              ["tra3","e1l"],
              {"beamPrecompression":1, "beamType":"|NORMAL", "beamLongBound":1.0, "beamShortBound":1.0},
        ],
    },
     
  2. davidnasca

    davidnasca
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    Joined:
    Aug 3, 2016
    Messages:
    26
    Auriga Heron 1927 mods does not working and i know it outdata. how can i fix this mods because i miss using Auriga Heron 1927.
     
  3. CRAZY RACER

    CRAZY RACER
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    Joined:
    Nov 26, 2016
    Messages:
    943
    Sorry for the bump but the Laguna Seca map is not working anymore (atleast i think) When I wait while the map loads it sayes: Turning the lights on. On the loading screen. So if somebody does know how to fix this problem it will be very helpful Thanks!
    https://www.beamng.com/threads/mazda-raceway-laguna-seca.3524/
     
    • Like Like x 1
    • Agree Agree x 1
  4. It's No Use

    It's No Use
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    Joined:
    Jun 16, 2014
    Messages:
    19
    I think I found a workaround. Press F11 when the game is loading and the track is already there. Something must be stuck...
     
  5. Nadeox1

    Nadeox1
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    BeamNG.Support
    Staff Member

    Joined:
    Aug 5, 2012
    Messages:
    13,637
    It's from 2013, it's certainly outdated.
    Usually if the level loads, but the loading screen does not go away, it means that something is wrong with the spawn points. That level may not have them at all.
     
    • Informative Informative x 1
  6. CRAZY RACER

    CRAZY RACER
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    Joined:
    Nov 26, 2016
    Messages:
    943
    Oh well Thank you Nadeox1! Well since I posted that post I seemed to fix the problem with someone on a conversation. But Thank you for replying to my post!
     
  7. colin.stratman

    colin.stratman
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    Joined:
    May 4, 2019
    Messages:
    5
  8. Logically Spring

    Logically Spring
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    Joined:
    Jun 24, 2019
    Messages:
    9
    #88 Logically Spring, Jun 24, 2019
    Last edited: Jun 24, 2019
  9. Unfortunate Swag

    Unfortunate Swag
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    Joined:
    Aug 6, 2019
    Messages:
    1
    https://www.beamng.com/resources/hard-work.3485/ I have had issues with a few scenarios starting the vehicle in offset/incorrect places. I think this affects all scenarios, though I have not tested thoroughly. Most notably, the double pigeon starts in a sign post and cannot be completed. I'll also notify the mod creator as they seem to be relatively active.
     
  10. CRAZY RACER

    CRAZY RACER
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    Joined:
    Nov 26, 2016
    Messages:
    943
    #90 CRAZY RACER, Sep 5, 2019
    Last edited: Sep 5, 2019
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