I know it might be a long shot and dont blame me for the "Procedural"-part, thats from Nadeox. Being a dev and using the word Procedural to describe a vid of creating a street grid does make thoughts pop up, no denying in that.
Wops, meant modular indeed. And yes, as said in the past, anything in development screenshot is non-official.
I wonder if this could be like VRCity, where the dev-made mod is used to test something that will later be used in-game (VRCity was largely created to test the AI in an urban environment, a feature that became necessary for WCUSA)
Were those there before? I can't also find any information about "ties" in any of the wiki pages, It is interesting. Is it for some future feature or is it already used in something? I'm working on an Burnside UTE mod, so It would be kind of good to know.
Those have been there for a long time, and yeah it's a bit sad that there is no documentation about them since I would like to know how they work. I have had a couple projects where I would have needed the bed jbeam, or maybe I could have used this knowledge for my own jbeams.
What is interesting about them is that those nodes are located in the middle of the bed, not really where you'd attach the straps... For attaching straps, I'd use a node somewhere on the side of the bed, possibly the top in case of higher loads. the bed also lacks any sort of visible attachment points.
Hmm, that's interesting. Another interesting thing are ropes. These came about around the same time I believe... I used it in the JBeam for my Blue Collar series tow truck; I used it to give the towing cable a bit more of a lifelike motion whilst moving something. Ropes work in 0.11, and I believe have been in the game since 2016, according to this thread; https://www.beamng.com/threads/command-beams.27412/ There's stuff floating around that's supported in a JBeam that we probably don't even know about, and probably would be very useful for mod authors. Though, most of it's just dead stuff that is no longer needed because barely any RoR era modders are trying to make content for BeamNG with similar functionality to RoR mods (Which was the point of the linked thread in the first place.) Either that, or it's still a work-in-progress. Really, the best way to figure out how something works is just to mess around with it and see what it does if there's no prior documentation to reference and pull from. And the fun part is, you never know if it'll be in the next version of BeamNG or not
I mean it is a part of game... If you would want, you could take a gauge cluster from a car and use it with BeamNG
I've always wanted to rip the interior out of a CAN bus equipped car and create a sim-rig, but I didn't know Beam.NG supported it! Well, i better kiss my bank account goodbye...
I am aware of what CAN in that sense stands for, doesn't change the fact that if we get an official bus named CAN I am giving someone a cookie.