Another idea: add mirroring effect to the jbeam, like blender does. Or copy beams and mirror them manually, local or global centered.
Looking great with all the update videos! Good luck with development, this tool might encourage more people to create mods
Another idea. You opened multiple jbeams but you want to edit only one, but still be able to see the other jbeams of other parts. The ability to select a single or multiple jbeams to edit, while others are still visible, so you can select only nodes from the selected jbeams.
Wdym? I mean the ability to select only one or two jbeams from ten and edit only the selected ones(as example)
I meant visually speaking... kinda like selecting mesh's in Blender. The one you have selected you can edit, while the other one you don't have selected remains unselectable when you are in edit mode, and you can't reselect it until you drop out of the mesh editing mode. All mesh's then become reselectable. Great to hear! Would love to know what you have been working on next!
What about adding an engine calculator? to visually show torque and power curve like node beam editor was planned to have, it would be a pretty useful tool instead of having to guess the how much power it's going to have via the torque curve
Alright so the update is that I'm going through the process of being hired by the BeamNG team to work on this. However I'm not exactly sure if I'm going to be working on this JBeam editor or on the one they are/were working on (https://www.beamng.com/threads/inga...s-please-propose-features.62567/#post-1027151), plus any important details. And so that's why I've been holding back on progress just in case. I was supposed to know about it today but the interview has been delayed to next week so I should know about it by then.
This is extremely cool, I always felt like with your knowledge you should be part of the team! And if the tool will be part of the main game, it would make it so much easier to make Jbeam! This is amazing!
I have an idea for a cool functionality. You know that there is a limit of beamSpring and beamDamp per nodeWeight due to the oscilation speed, right? You could add a special view that shows how close the structure is to reaching that limit, effectively the stiffness. In this view you can select a node, then by using mouse scrolling you would scale the global node weight in that part, and the closer to the stability limit the nodes are due to low weight, the more red they would get. Similarly when a beam is selected, you scale spring and damp with mouse wheel, and the closer it is to instability due to too high values, the more red the beams get. Color scale is calculated per node or beam, based on the values of beams or nodes that are connected to it. What would be the use of it? Basically, various beams in the part can have different spring and damp, so it can be hard to find what is causing instability, with the color scale you will be able to easily see that. Another use: when making an old car, to simulate chassis flex the ratio of spring and damp to weight should be lower, and on a modern car it should be higher, this would be easily visible in color scale. And also generally scaling weight, spring and damp with mouse wheel would be super convenient, it currently takes hours to get the weight you want, with this it would be seconds!
Thanks guys, and I hope I can work on fixing bugs and stuff with the game too since they kind of annoy me
@angelo234 sorry for offtopic, but do you think it would make it possible to implement your driver assistance systems mod in the base game ?