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.Jbeam file editing blues

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by epicfailsniper, Sep 28, 2019.

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  1. epicfailsniper

    epicfailsniper
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    Joined:
    Jul 3, 2017
    Messages:
    11
    I have no idea what I am doing.

    I exported an automation car to beamng and realized it would benefit from some added positive toe in the rear. This option was not available in the tuning menu for the game, so I decided to try my hand at .jbeam editing for the first time.

    I unpacked the mod, used wordpad and did some edits (never actually found out how to adjust toe, just decided to increase grip coefficient) then repackaged the mod. Beamng wouldn't recognize the car as a mod anymore.

    So, I hopped back onto automation, exported the car again and did the modifications without unpacking the mod, I updated the zip folder and then tried to run my car. Instead, beamng gave me a gavril pickup truck and I somehow broke my car?

    Can someone please link me to a "how to" guide on tuning automation cars? Or at the very least explain to me why my game refuses to accept the blind modifications I am doing?

    I will stress that I have no idea what I am doing. I always religiously stuck to the tuning options in-game because I have zero faith in my ability to play with code.
     
  2. Capkirk

    Capkirk
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    Joined:
    Nov 19, 2017
    Messages:
    672
    Use the in game "unpack mod" option. It'll unpack the mod to edit without breaking the file structure
     
  3. epicfailsniper

    epicfailsniper
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    Joined:
    Jul 3, 2017
    Messages:
    11
    THANK YOU!!

    No really, thank you so much
    --- Post updated ---
    that being said, now that the mod is unpacked, how does one actually modify the suspension? I understand it probably requires changing a Y value or something of the sort, but I don't now which one
     
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