it works now when i removed race electronics, but now the car cant have ABS, ESP. thx for fast response
Hello My problem is that when I put an engine it does not start and the car becomes transparent and cannot be used someone could help me please it would be amazing
So this mod is not compatible with some other mods i have noticed. All i know is that it automatically disables my "SUPERNOS" mod and my "ExtraVariableGripTires" mod. Is there any way to fix this?
For me it works wonderfully with extragriptire mod. same with maybe not supernos but cjd smth nitro mod.
How do you create this mod? I have been trying to create a engine mod, but I dont know how to make the script work in beamNG. I hace rechecked my scripts over and over but I must be doing something wrong. Any advice? You can email me at renoman1195@yahoo.com
hello, im new to beam mp my question is, "How do I allow my friends to use this on BeamMP?" i added this to my server, my friends can see it on the vehicle options/license plate but when they try to set it up, the car can't move I am able to use it on my own pc though and yes i run the server directly from my pc.
because the Creator would have to add them to every mod car etc, "but if you go to license plate design" your going to find this mod there on every car in the game even mods, and from there you can use this on all cars etc...
Nice job with the fixes! By the way, don't mean to bump or anything, how is my request going and why don't the engines (regardless of type or if modified or not) have a model?
Yes it is broken since this release 0.33. The problem is located inside combustionEngine_rk.lua. If you change the engine type to "combustionEngine" instead of combustionEngine_rk, and add a torque curve in the motor jbeam file, there is no more error at loading the vehicle. But the motor is no more an RK one, it looses all advanced things.
i fixed it earlier for my own mod, its a single line of code in the combustionengine.lua file, heres the exact line of code that has to be changed.
Perfect, works again. Thanks !!! Line 776 inside combustionEngine_rk.lua : ffi.C.bng_applyTorqueAxisCouple(ffiObjPtr, inertialTorque, device.torqueReactionNodes[1], device.torqueReactionNodes[2], device.torqueReactionNodes[3]) to be replaced by : obj:applyTorqueAxisCouple(inertialTorque, device.torqueReactionNodes[1], device.torqueReactionNodes[2], device.torqueReactionNodes[3])
As a side note, the engine icon is empty in the UI PowerTrain visualization app. Probably because combustionEngine_rk.lua does not register the motor icon for combustionEngine_rk motor type. This did not appear with 0.33, it was like this on 0.32 too.
I will fix the mod today, hopefully it will be released tomorrow. Thanks for sharing the fix! --- Post updated --- That was a thing since always, but I don't really care about that xD
You are so fast ! I did a I6 Diesel RK file (joined here) for the cruiserj80 (from the "toyotalandcruiserj80omashida11" mod). The original meshes are inside, so that it is possible to replace the 1 FZ-F 4.5L I6 Engine by a Diesel one (4.2L for the original 1HD-T with around 380 N.m and 170 HP). It does have a 0.8 bar turbo that start to give more power at around 1500 RPM. The 1HD-T Diesel is a lot more common in Europe and is very good for offroad use because it has a lot of torque at low RPM. I have a real torque / power analysis if you want, done on my HDJ80. The file must be in a cruiserj80 folder so that he can be parsed. The motor will appear in the normal Engine Slot, it's better so that there is no possible duplicate. The original meshes and nodes from the FZ-F 4.5L are used. As a side note, i tried to put this inside because the motor was exploding too easily : "maxTorqueRating": -1, "maxOverTorqueDamage": -1, But this does not seem to work when it is inside the RK motor jbeam. Is it parsed by your LUA code ? It works if it is in another part, for example, from the indestructible_engine extension : { "indestructible_engine":{ "information":{ "authors":"TommoT", "name":"Indestructible Engine" }, "version": 1.0, "slotType": "cruiserj80_mod2", "mainEngine": { "maxTorqueRating": -1, "maxOverTorqueDamage": -1, "$*maxRPM": 2 } } } Thanks for this very nice extension.
R4NKING updated [2 Rotor Wankel Update!] RK's Highly Customizable Engines (20 Enginestypes!) with a new update entry: 0.33 Hotfix - Expect MD Update soon! Read the rest of this update entry...
Impressive speed for this update. I would be happy to have R4NKING and Ihmemies allan programming and LUA expertise myself
Hello, I know the mod was recently broken - and fixed - by the new 0.33 update, but I have found another bug. The 2-rotor Wankel engine has no sound. It's still perfectly driveable and functional, however.