New BeamNG.drive Documentation

Discussion in 'General Discussion' started by Leeloo, Mar 29, 2021.

  1. angelo234

    angelo234
    Expand Collapse

    Joined:
    Aug 11, 2017
    Messages:
    208
    I don't know man, I've posted suggestions and problems/bugs with the game in other threads/posts but they've never replied back either. For the time being, you can try using a file searching program (Agent Ransack is what I use) to dig through the source code to find relevant functions, if you can bear with it :)
     
    • Agree Agree x 1
  2. henryjhost

    henryjhost
    Expand Collapse

    Joined:
    Jan 1, 2018
    Messages:
    972
    There is a typo in the description of industrial site:
    Capture.png
     
  3. Agent_Y

    Agent_Y
    Expand Collapse

    Joined:
    Jul 10, 2020
    Messages:
    3,077
    All the maps documentation could use some standarisation, they are all over the place
     
    • Agree Agree x 3
  4. Agent_Y

    Agent_Y
    Expand Collapse

    Joined:
    Jul 10, 2020
    Messages:
    3,077
    Scope modifier leaking needs more explanation. It should be explained what slots it leaks to instead of just "all over the place" like it says now, along with explaining how the order of part loading affects this, what is the order of loading slots (from the same sub-slot, different sub-slots, etc.) and how exactly it affects leaking, and also bleed should be explained there, along with examples where to use it and where not. Things like wheels, soundscape, deform limit and drag coef often rely heavily on leak and bleed and it's not explained anywhere. Also somewhere else it should be explained why it's important to always "open" and "close" the beams section with a scope modifier containing default values, and how node overriding works (it's a rare thing but it's used in vanilla cars a few times, for example in the ETK 800 sunroof).
     
    #44 Agent_Y, Apr 28, 2021
    Last edited: Apr 28, 2021
  5. Preston Elam

    Preston Elam
    Expand Collapse

    Joined:
    Apr 8, 2017
    Messages:
    16
    I mean, I'm managing, it was just so much easier before haha
     
    • Like Like x 1
  6. angelo234

    angelo234
    Expand Collapse

    Joined:
    Aug 11, 2017
    Messages:
    208
    So are you guys planning on acknowledging our suggestions or what's the deal? I mean I don't think it would be too hard to start off with fixing the typo on the front of the page like @Confused_Deer43 mentioned or maybe I'm wrong...
     
    • Agree Agree x 1
  7. Car_Killer

    Car_Killer
    Expand Collapse
    QA / Mod Support
    BeamNG Team

    Joined:
    Sep 24, 2013
    Messages:
    1,252
    I've just added new Mod Support page for all newcomers that want to make their own mods.
    If you have any suggestions for FAQ part of page, don't hesitate to @me
    Have a nice weekend :)
     
    • Like Like x 12
  8. Artistterrymartin

    Artistterrymartin
    Expand Collapse

    Joined:
    May 5, 2019
    Messages:
    164
    Thank You for the updated documentation. Look forward to reading it.
     
  9. Justy4WDTURBO

    Justy4WDTURBO
    Expand Collapse

    Joined:
    May 14, 2016
    Messages:
    598
    Can we please also get a list of wheels? Specifically, I would like to know what rims are on this Covet:
     
    • Like Like x 2
  10. Car_Killer

    Car_Killer
    Expand Collapse
    QA / Mod Support
    BeamNG Team

    Joined:
    Sep 24, 2013
    Messages:
    1,252
    I think it will come eventually, we are still in process of porting old wiki articles :)
     
    • Like Like x 12
  11. ARES IV

    ARES IV
    Expand Collapse

    Joined:
    May 6, 2019
    Messages:
    300
    From my understanding, different wheels (rubber part) have differerent grip values. It would be really nice to have those also listed if possible.
     
    • Agree Agree x 1
  12. Agent_Y

    Agent_Y
    Expand Collapse

    Joined:
    Jul 10, 2020
    Messages:
    3,077
    There's now info how to add global input actions, but not how to assign keys to them, so it's kinda useless ._.
     
  13. Sithhy™

    Sithhy™
    Expand Collapse

    Joined:
    Apr 5, 2017
    Messages:
    2,882
  14. Agent_Y

    Agent_Y
    Expand Collapse

    Joined:
    Jul 10, 2020
    Messages:
    3,077
    Nope, that only points to the settings folder, which you can't have in your mod
     
    • Like Like x 1
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice