Title somes it up, I can't get my wheels to appear, i'm working on the fronts appearing first. Then hopefully I will get the rears to do the same. What I know I did right: Slots (4 lug slot used) A bit of jbeam My problem: The front wheels aren't there and the console goes on about VY node issues File:
The VY issues are because a mesh cannot exist without a 3D node structure to attach it to. The mesh is scaled based upon the node positions (in realtime), and if there isn't enough nodes to dictate a 3d scale to apply, it won't display the 3d model. If the wheels aren't being simulated, that means that the jbeam isn't working properly. I haven't used the standard wheel slot system before, but I would guess that the wheelhub (not the actual wheelhub, rather the two nodes that the wheel attaches to) nodes must be named according to what that slot system expects.
I have considered what you have said and made some changes accordingly. But it still won't work. Could you reword this, (or provide an example) because it has somewhat confused me and my gut feeling says it is the reason of my problem. P.S. sorry if this seemed aggressive, just a bit annoyed with my mod.
Essentially, each node group has to have 3 dimensions in order for BeamNG to map a mesh onto it. So if a node group only has 2 nodes, BeamNG cannot process the 3d mesh, and no mesh will appear. The same is also true with any number of nodes if they are all lie on a 2d plane.
Thankyou for replying so fast, but I still can't get it to work and I don't know how to fix it, i'm a bit out my depth if i'm honest. P.S. updated file
Sorry for the long response. Had a busy weekend, along with some illness. I have had a quick look at your files, and you do not seem to have any "wheel data" section in your jbeam. For the etkc that would be as follows: Code: "etkc_wheeldata_F": { "information":{ "authors":"BeamNG", "name":"Front Spindles", "value":0, } "slotType" : "etkc_wheeldata_F", "pressureWheels": [ ["name","hubGroup","group","node1:","node2:","nodeS","nodeArm:","wheelDir"], //front {"selfCollision":false} {"collision":true} {"hubcapBreakGroup":"hubcap_FR"}, {"hubcapGroup":"hubcap_FR"}, {"axleBeams":["axle_FR"]}, ["FR", "wheel_FR", "tire_FR", "fw1rr", "fw1r", 9999, "fh5r", 1, {"torqueCoupling:":"fh1r", "torqueArm:":"fh4r", "torqueArm2:":"fw1rr"}], {"hubcapBreakGroup":"hubcap_FL"}, {"hubcapGroup":"hubcap_FL"}, {"axleBeams":["axle_FL"]}, ["FL", "wheel_FL", "tire_FL", "fw1ll", "fw1l", 9999, "fh5l", -1, {"torqueCoupling:":"fh1l", "torqueArm:":"fh4l", "torqueArm2:":"fw1ll"}], {"selfCollision":true} {"axleBeams":[]},{"disableMeshBreaking":false,"disableTriangleBreaking":false}, {"hubcapBreakGroup":""}, {"hubcapGroup":""}, {"enableHubcaps":false}, {"enableTireLbeams":false}, {"enableTireSideReinfBeams":false}, {"enableTireReinfBeams":false}, {"enableTreadReinfBeams":false}, {"enableTirePeripheryReinfBeams":false}, {"loadSensitivitySlope":""}, {"noLoadCoef":""}, {"fullLoadCoef":""}, {"frictionCoef":""}, {"slidingFrictionCoef":""}, {"softnessCoef":0.5}, {"treadCoef":1.0}, ], "powertrain" : [ ["type", "name", "inputName", "inputIndex"], ["shaft", "wheelaxleFL", "differential_F", 1, {"connectedWheel":"FL", "breakTriggerBeam":"axle_FL", "uiName":"Front Left Axle", "friction":2}], ["shaft", "wheelaxleFR", "differential_F", 2, {"connectedWheel":"FR", "breakTriggerBeam":"axle_FR", "uiName":"Front Right Axle", "friction":2}], ], },
Hello, thanks for replying but I have moved on to a different project as of now. That was more of a “let’s see if I can do this” kind of thing. But for all your help, would you like to be the tester of the next mod? I know what i’m doing this time.
I can do, I will probably only get about 5 mins use out of it though. I don't tend to use vehicle mods in BeamNG, other than making my own ofc.