New beta is up. Improvements included in the latest release candidate: - Readjusted roof latches to be more consistent with the rest of the body panels. - New additional rigidifier nodes in the rear fenders to prevent mesh spiking on deformation. - Fixed a design error in the windshield breakGroup, preventing it from detaching properly.
Updated Grave Digger, too: - Fixed a few mesh inconsistencies. - Implemented fiberglass lining for the left side door.
well I was messing around and found a hidden feature you never told us about...gullwing doors (the door bent in a way that somehow held itself up, other side didn't do it)
oh, a new beta update that BeamNG didn't tell me about even though i watch the thread? jeez /flipstable
1.12 breaks very nicely now! Grave Diggers weird sponsor plate overlap thing seems to no longer happen and the door looks very nice! one thing i noticed is that sometimes when the tires eat the body, a part of the shock will be either ripped away or have the mesh so damaged it disappears, but the suspension is still fully functional. not sure if it can be fixed or not. look at the right rear suspension bits and you can see that despite missing the entire top half of the shock, the rear of the truck is still being held up.
It still happens. It's due to an engine limitation of Torque3D I can do nothing about. Looking into it right now. I know the actual cause of it (that group of beams is configured to have meshBreaking disabled, but it seems to be enabled for the shock head anyway) but I need to find the bug in the code causing it.
of all the strange superpowers to be born with, why is mine finding new and amazing ways to break this mod?
Whel, for how entertaining it might be, there's the limit of my faculties. Beams represent an approximation of a structure. No way I (or the game devs) can foresee all the possible scenarios. I have to rely on some basic game mechanics and let them do their job. At some point, you'll have to accept the fact that I simply can't "fix" everything.
Hotfix for the shock issue. The whole shock shall break (and meshBreak) when a panel cuts the slidenodes rail. EDIT - File removed
personally i think this new suspension setup is the best its ever been. it seems much stronger now that its not accidentally colliding with the tires or body. it still breaks and handles very well too. testing video up whenever.
Uploaded a new 1.12RC. This is more or less final: - Reworked suspension nodeGroups/breakGroups to prevent unwanted interactions with the body. Contains a little more fine tuning when compared to the previous hotfix and disabled self-collisions for the slidenodes rails.
I had an entire 4 link disappear on me, threw me off as that's the first time it happened to me, was going to upload it here but never got around to doing it until now
still happens, this is the second time, the shock only happened to me once and that was a month ago, so gameboy3800 tears shocks mesh up while I'm tearing the 4 link mesh up