I'm too excited, sorry from spamming, just watch this: Simple science, that is a real flying saucer, which flies without strings For stupid guy like me, getting something like this to work is really exciting.
your shifter has some shall we say issues, idk if the trim is out of place or what but if the trim is over the shifter I imagine leaving park would be a tad difficult. (shout out to FP for spotting the issue)
No, just generated lift and the fact thing acts very light, which I'm not actually quite sure where that comes from, because I did test to set weight to tens of thousands kg's and yet it floats in air, just acts slower, so we need better brains to explain that, like ones of Darren or Estema. I guess I could actually get elevation control for it by setting adjustable angle for the 'propeller' so I would not need thrusters at all, but then there might be issue of torque twist because bigger angle introduces more drag, I guess. You can download and examine from here if anyone has interest of finding out why it works as it works, who knows maybe I'm exploiting some kind of bug, but all I know is that even when I did define node material and weights, it did fly, except forces were bit too great for structure, so it did work better without defining than with FLT_MAX. Might try now with improved design, but as purpose of vehicle is to be something of background thing, I find it enough good as it works. https://www.beamng.com/threads/drivable-ufo.55264/ I made video of aerodynamics now too for curious minds, I can honestly say that I don't understand why it works and why it has so much lift, my understanding is so little that I guess yellow spikes are lift, but then again they say photography was an accidental invention too Update: Oh yes and first versions did use thrusters solely, but as I learned it will float when spinning, I did change it a bit. Clever guy like Darren would probably be able to make helicopter like mechanics for ufo to move around, so it would not rely on wind, but that might be beyond my abilities.
Haha the shifter is in the trim but the interior chrome texture does that when it overlaps for some reason
New groovy paintjob. Also, i need help. what do i have to do to the painjob appear on the special nose cone?
I got an idea and started modeling, then at one point subdivide is not working, no doubles, edges and vertices, everything goes same, but those few faces are not getting split properly: I guess only way is to split them one by one and make faces individually. Here again, it did not want to subdivide triangles, so I did subdivide quads and moved edge loop with shift-V closer to point: Not sure why that happens, but there are lot of such which I'm not sure about. Update: Experimenting: Just a visual study: Probably will not happen, as it is too problematic at least in current BeamNG version, shadow issues and disappears too soon etc. Then again it might be just my inability to solve those issues. Then again there is the solar system.
if i just slapped the model on a gm jbeam i wouldn't bother edited it. and also, whats wrong with using the GM jbeam ? OT : its not good but at least i tried... im not an expert editing jbeams
Because GM is body on frame from the 70s and Charger is a modern unibody. Use scaled Sunburst jbeam instead.
it stalls itself and it oversteers all the time. --- Post updated --- i copied the 5.5l v8 engine from the gm and put it into the sunburst jbeams and it still stalls
It's better to not copy/paste the engine from some other car jbeam and put it into another car jbeam, better put the original Charger engine instead
did you copy anything else like transmissions or even suspension, which might help there's no reason for it to stall, and oversteer's just because the sunburst is lighter than the GM and the GM engine most likely has more power