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What is torque reaction nodes in Beamng console ?

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Charles4863, Feb 4, 2022.

  1. Charles4863

    Charles4863
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    Joined:
    Feb 3, 2022
    Messages:
    2
    Hi,

    I decided to finally create an account because I seek help from greater minds.

    I'm kinda new to modding in beamng. I've been working on adding new engine configuration through jbeam and I work my way around pretty well and I just begun experimenting with blender and importing a new mesh to a car. I'm not expert but I have good enough knowledge.

    Basically I have a work in progress mod that swap the TCX I6 Diesel engine from the Gavril T-Series (semi) into the Gavril Gran marshal (fullsize). The mod include a DAE file for the semi engine mesh and the necessary jbeam for the engine and the rest.



    Right now I still have some issue with texture being missing and I didn't cut any part of the body for the engine to fit but it cannot stop the mod from working right? So I've been troubleshooting everything else. I made sure to add missing links such as the engine mounts and moving nodes the the right place but I can't figure why the console keep telling me about this issue!

    GELua.core_vehicle_manager.jbeam.prepareLinksDestructive
    | link target not found: torsionReactorR/torqueReactionNodes: > nodes/e1l id1:nil, id2:nil,
    partOrigin:nil - DATA DISCARDED: { "e1l", "e2l", "e4r" }


    or



    From my understanding, it seem like the game is trying to connect { "e1l", "e2l", "e4r" } to something but these nodes aren't in my mod file. They are present on the fullsize engine jbeam but I'm using my modded jbeam engine instead.

    My questions is :

    How could I fix this issue ? is there a way to know which part is seeking those nodes? I'm not sure how what to ask. I ran out of solutions a few hours ago and my brain is melting at this point.

    I also put my mod in here so you guys can look at it and here's some picture if my links are not working because I'm bad at this https://imgur.com/a/lVyxMVY
     

    Attached Files:

  2. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,441
    You shouldn't just straight up copy the engine Jbeam as it is, instead you should work on a copy of the engine from the original car to prevent issues like this, if nodes are named differently then there could be hundreds of other issues that you are not seeing, because every powertrain component of the car could be referencing the nodes that you don't have
     
    • Agree Agree x 1
  3. Charles4863

    Charles4863
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    Joined:
    Feb 3, 2022
    Messages:
    2
    So if I understand correctly I should not try to fit a jbeam piece into an other car. That mean if the fullsize dosen't have a turbo for example I need to add/create it in the jbeam. I cannot simply drag and drop a turbo from another car? thanks for the reply btw
     
  4. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,441
    Yeah basically, drag and drop never works in this game
     
    • Like Like x 1
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