I am pretty sure that would be a lot of extra work, and may not be the direction torsion wants to go. I'm not sure if it is possible to make duplicate steering wheels with proper offset to work just for this, it's a shame there isn't a propOffset funtion, as I'd like to use it for one of my mods.
Inertia is correct. This would be a metric ton of extra work, and that work is exactly the sort of thing which tends to get broken every few updates. Remember, this is still an early-access game and mods are frequently broken by updates. This mod depends on interactions with the official content. The official content is frequently reorganized, optimized, improved, and generally changed in various ways. I do my best to keep my mods maintainable. As Inertia speculated, it's possible to duplicate and individually customize a TON of stock content just for the 5in lift... but this would end up broken in just a few months and nobody is going to fix it when that happens (certainly not me). A key thing to understand is that if other levels of lift were added they would each require their own duplicate items for everything (gauges, pedals, stems/shifters, steering wheels) with individual adjustments for each. Some changes must be done in jbeam and many individual items would need to be moved in Blender. It's a total mess. Like most people I only have so much time to mod. My opinion is that if I have time to expand this mod the time is better spent adding more stuff rather than working around game limitations which may be fixed in the future. Again, we must remember that this is an early access game. Banging your head against rough edges is a fool's errand. I'm aware that the messed up props break immersion - that's why I removed the steering wheel in my presets. I considered the wheel to be the worst offender RE: breaking immersion. I did put a conspicuous red note on this subject right at the top of the mod description:
I did not mean it in that way, I read your "inconspicuous" red note, Didn't mean to make myself look so stupid.. oh well, thank you for the reply. EDIT- oh! and sorry for wasting your time. And sorry everyone else for bumping the thread.
How did you mean it? It is updated (for game version v0.8, the current version of BeamNG.drive). Here are the changes. Are you aware of any problems with it?
I don't have any problems, what I meant was; when was the last update (adding new parts and such). the mod works perfectly (Percy Weasley Perfect)
I gotcha now. The next release I'm currently working on is for the Giant Chain (just a bugfix / game-version-refresh / minor features release). It's been a fair amount of work updating these mods from BeamNG.drive v0.7 to v0.8, so that's been the focus of my efforts recently. While the list of what's changed in the "initial v0.8 support" update may look short, I assure you that I had to check through lots of stuff to iron out all the changes.
I didn't know maintaining mods was so hard, especially if you have to port the mods from an older version of the game to the latest. and also; did you notice the updates in beamng are getting slower?
I may have found a partial solution to the props not moving with the truck. I set the "y" of the translation values to 5 on the steering wheel and it now matches with the steering column. The issue is the steering wheel disappears when it is turned, but at resting position it is visible. I don't know if you already knew this or if it helps at all, but I know the props have been causing problems so I figured I'd share this with you.
@Teamlyons - I appreciate the attempt, but it doesn't help. Basically here is what props currently have: baseRotation - Rotates prop into it's initial orientation. baseTranslation - Moves prop into it's initial position. (applies to SPOTLIGHT prop only, eg not props which use a mesh) Rotation - Sets how much the prop will rotate based on it's input source. Translation - Sets up how much the prop will move based on it's input source. What you've done is set up both rotation and translation on a part. In that case it's going to rotate and fly around at the same time. What looks like disappearing is simply the steering wheel flying away when you try to rotate it. Even having baseTranslation for normal props isn't really a great fix by itself - someone would still have to create duplicates of all those parts (gauge needles, foot pedals, shifters, turn signal stalks, steering wheels, etc) and change the baseTranslation on each one. Then when assembling a truck from parts in the Vehicle Customization menu you'd have to choose a bunch of additional special parts. What we really need is for props to respond to nodeOffset. Everything else, including SPOTLIGHT props, already responds to nodeOffset. If this feature is added the only changes that I expect the D-up mod to need are new configs with the standard steering wheels added back. EDIT: added a bunch of strike-through. This post has some seriously incorrect stuff, please see the following post for corrected info.
TLDR: simply installing any aftermarket steering wheel will work fine now (as of v0.8). The pedals, column stalks, gauge needles, etc will not work however because they don't use baseTranslation. I don't anticipate any quick fixes for those. I'm embarrassed to say this but I actually got a bit confused when writing my previous reply. Allow me to correct myself. There is actually more than one issue at play here. First of all I was wrong: regular props DO support baseTranslation. They don't have to use it though, and NOT using it is not the same as a baseTranslation of {0,0,0}! That's quite important. There are currently two systems for mesh props (eg all props other than SPOTLIGHT props): Those which do not use baseTranslation are spawned at the location of their pivot point (or object origin) in the vehicle's coordinate system. The location of their refnodes has no bearing on the location of the prop. Since the location of the refnodes does not affect the location of the prop, nodeOffset does nothing to these. Those which do use baseTranslation are spawned at the location of their idRef refnode in the vehicle's coordinate system - adjusted by the baseTranslation values. This happens after the nodeOffset, so these props are affected by nodeOffset! So back to the D-up mod and what game limitations have been causing trouble for it: The refnodes for all of the props in question used to be located in the pickup frame. I think that many or all of them have now been moved into the body (maybe as of v0.8), so this is very good but... Even with refnodes in the body any prop which does not already use baseTranslation will not move based on nodeOffset. This includes a lot of stuff: the stock steering wheel, the pedals, shifter and turn signal stalks, and the needles in all the gauges. It's actually a real pain to convert from one type of mesh prop to the other. :-(
Will there be a body lift and bigger tires for the Hopper soon? Cheers, That dude in the Subaru (currently a Ford )
So with the new 0.9.0.1 update ( i can understand if you haven't got started or not going to do it) the crew cab needs to be part of this mod with the home grown off roader its only 2 doors but if you could fix the body lift to work with the crew cab it would be awesome
@Shelby 427 LOL!!! 5 inches all around!! I ready to see a lift for the crew cab and hopper. @torsion I do love the body lift mods. And finally @darren the tires and wheels bring it all together. Killer mods people!!!