Sorry for responding so late but, I selected a dual clutch transmission in Automation and I went to my engine file, did ctrl + f and gearChangeTime, didn't come up with any results. --- Post updated --- Okay nevermind, I added it manually and it worked. Thanks
Digging through the JSONs it seems there are references for it to pull up certain meshes from the .dae file to build the car with in Beam, but I'd have to composite all the bodies and mirrors and wheels into one file and somehow modify the JSON to make the body selectable, and that part is beyond me.
I found a trick for more realistic anti-lock brakes if you want to add it to the list. The ABS in exported Automation cars is just too smooth, if you watch demonstration videos (like this one) you can see that the wheel in a real car with ABS goes into constant micro-skids as the system adjusts braking force. If you look in camso_abs.jbeam you can see why it's so off in BeamNG; line 13, the absHz parameter, is set to cycle the ABS 50 times per second. Real life ABS systems can't cycle that fast. Most cars are in the 5-15Hz range, so if we turn this down to 15-20 we can get that realistic wheel stutter without noticeably affecting the braking distance.
Thanks man By the way, I forget to talk about something here, that, I think, is quite big... I have found a way to add an interior camera to every single Automation car, as well as some custom parts like drivetrain or intakes, and it doesn't need any Jbeam modification on the car to work If you are interested, check this out: https://www.beamng.com/resources/interior-camera-and-custom-parts-for-all-automation-cars.19005/
That's so cool. Mainly I was making old cars last year and I found this out back then too. I always felt the ABS was too good for the cars, so I'd have it around 14Hz, turns out I made a relatively good guess and got it close to the real thing! Another thing is you can go into the engine jbeam and change the rev value from 100 to like 400, makes a v8 sound really aggressive on redline. Just fun to tinker with that and the idle rpm. Lastly, you can disable the automatic upshifting if your car does that weird shifting up nonsense every time by removing the // next to one of the lines. Allows an automatic to fully rev to whatever value you set it to before it changes gears.
Hi I am back home, so I will start working on the turorial for that! However, there is something I would like to ask to you. I am working on an Add-on, which add custom parts for all Automation cars, and I would like to add this realistic ABS to the mod. Are you Ok to let me add your discovery in this mod? Of course, I will credit you!
Of course! It might be a good idea to create a slider for ABS strength if you can though, I'm finding different cars respond to different values. Something with Automation's hard tires, say, might achieve realistic braking at 30 rather than 15.
So I figured out how to fix all the materials that Automation exports as hella glossy when they shouldn't be (leather, cloth, inside the wheel arches) but it's quite technical and should probably be a whole post of its own. I'll see about writing it up over the weekend.
Hey, just wondering if this tutorial is outdated or something because the pack creation just doesn't work for me...it still shows all car variants as separate cars in the vehicle selector :/
The tutorial is still up to date The goal of a car pack is to share different cars with a single file, and not to merge them in BeamNG. If you want to create variants of a same car, then you can have a look at the ''Configuration'' section
hi, i am trying to do the electric engine, but when I put the torque values in, it says that it is protected cell and I have to contact you to make the cell unprotected