like the internet machine i see the new cool rims and the frame is green but no s no ther is installed --- Post updated --- no other was ever installed* --- Post updated --- no other was ever installed --- Post updated --- finally got it to work
you should try and reduce the weight of the tires if you can. an actual monster truck tire (back in the day with steel wheels and non shaved rubber) weighed in at 1,000lbs or 453.6kg. when shaved, they (without a rim) 430 lbs or 195 kg. 870 kg is way too much. this might be the issue or a big part of the issue......unless if it is what partially solved the issue.
Well I doubt they can shave that much weight off a tire. 430lbs/195kgs is less than half the starting weight. AFAIK, shaving can lower the weight by around 100-150lbs (about 45-70 kgs). Current weight of the whole wheel assembly (tire + rim + knuckle) is 480kgs. According to Bigfoot 4x4 UK, official website of the team running Bigfoot 17 (and also the only website I could find quoting the weight of the entire wheel among the truck specs), one of its tires + rim weights about 500kgs before shaving (465 shaved). 870kgs is just the weight of an experimental wheel I'm testing. Which, incidentally, can fix wobbling altogether, because node weight indirectly affects the rigidity of the resulting beams in BeamNG. As a byproduct, the truck can mow cars down like a boss, which... is not necessarily a bad thing after all... Well, I don't think I'll keep it like that anyway. Or maybe I could, and be done with wobbling for good. So much for realism!
is the truck still using the original coding for it? would it be possible to use other stuff (like the D-series 3-link) as a template?
The only part that was rewritten from scratch is the engine. Anything else is edited, in some cases pretty heavily, but still recognizeable. Still, this is not a problem with geometry, but rather: A) settings - stiffening the whole front axle can fix wobbling, but then a bump at high speed can explode the vehicle and crash the physics engine, for example, so I have to find the "weak link" in the whole drivetrain. B) limitations with the current engine and pressureWheels - the hub-and-spoke concept behind the whole pressureWheel autogeneration and the cylindrical approximation of the final shape are pushed to the limits by the size and weight of the wheels. So yay me. This is a tough nut to crack.
when i tried to remove the engine in an older version, the game physics broke. so could it be related to that?
I don't think so. Most parts used to break the physics engine on removal. Wheels used to do that, too, before I redesigned them.
Already aware of missing textures behind spawn and some cars, but here it is! Oakland 2013 Freestyle and Racing with no more grid! Its ported from RoR. Known Bugs: Acts like Concrete not dirt Missing textures Collision is very, very slighty off To do: Scenerios Make 'dirt' 'dirt' Fix Missing Textures Race Screenshots: Freestyle Screenshots: Screenshots that fit for both: Credits: @FLyInG 2 YoUr SoUL - mesh to collada Me - Materials, putting in game RockCrwlr - Original Map @gameboy3800 - They asked for a real monster truck map, they received Devs - Ingame-terrain editor, the game itself.
would it be possible to convert an Mx vs ATV unleashed track to beamng? i want to see if Monster Stadium can be used
neither do i. --- Post updated --- and while you're at it, rip some of the open class tracks as well (think that's what they're called)