Released RG TrophyT 1.000

An extreme offroad vehicle.

  1. Deleted member 160369

    Deleted member 160369
    Expand Collapse
    Guest

    Hard to tell.

    Author might have set the flammable nodes in the driveline without a specific baseTemp, so even little variations in cause them to catch fire.

    Can't inspect the mod right now. Don't know.
     
  2. Excrubulent

    Excrubulent
    Expand Collapse

    Joined:
    Aug 8, 2013
    Messages:
    83
    Hmmmm... okay, I'll take a look around and see what I can find. How hard can it be hesaidknowingnothingaboutjbeamsexcepthowmuchpeoplebitchabouthowhardtheyare?
     
  3. Excrubulent

    Excrubulent
    Expand Collapse

    Joined:
    Aug 8, 2013
    Messages:
    83

    Okay, I found this in RGTrophyT_engine.jbeam:

    Code:
        "nodes": [
            ["id", "posX", "posY", "posZ"],
            {"nodeWeight":7.5},
            {"frictionCoef":0.7},
            {"nodeMaterial":"|NM_METAL"},
            {"collision":true}
            {"selfCollision":false}
    
            {"group":"engine_g"},
            {"engineGroup":"engine_block"}
            ["en1", 0.23496, -1.68353, 1.17911,{"chemEnergy":100,"burnRate":0.39,"flashPoint":500,"specHeat": 0.1,"selfIgnitionCoef":85,"smokePoint":650,"baseTemp":"thermals","conductionRadius":0.07}],
            ["en3", -0.23496, -1.68353, 1.17911,{"chemEnergy":100,"burnRate":0.39,"flashPoint":500,"specHeat": 0.1,"selfIgnitionCoef":85,"smokePoint":650,"baseTemp":"thermals","conductionRadius":0.07}],
            ["en5", 0.23496, -1.30033, 1.17911],
            ["en7", -0.23496, -1.30033, 1.17911],
            {"enginegroup":""},
            {"engineGroup":["engine_block","engine_intake"]}
            ["en0", 0.23496, -1.68353, 0.82911,{"chemEnergy":100,"burnRate":0.39,"flashPoint":500,"specHeat": 0.1,"selfIgnitionCoef":85,"smokePoint":650,"baseTemp":"thermals","conductionRadius":0.07}],
            ["en6", -0.23496, -1.30033, 0.82911],
            ["en4", 0.23496, -1.30033, 0.82911],{"isExhaust":true}
            ["en2", -0.23496, -1.68353, 0.82911,{"chemEnergy":100,"burnRate":0.39,"flashPoint":500,"specHeat": 0.1,"selfIgnitionCoef":85,"smokePoint":650,"baseTemp":"thermals","conductionRadius":0.07}],
            {"engineGroup":""}
            {"group":""},
    
        ],
    So those baseTemps don't look defined. Any idea what I could set them to?
     
  4. Deleted member 160369

    Deleted member 160369
    Expand Collapse
    Guest

    baseTemp depends on thermal simulation, so that's correct.

    Mod might just be in need of revised thermals after thermals rebalancing introduced in 0.12.
     
  5. Excrubulent

    Excrubulent
    Expand Collapse

    Joined:
    Aug 8, 2013
    Messages:
    83
    Okay, so any idea how I might go about rebalancing it myself? Any resources I can look up?
     
  6. Blijo

    Blijo
    Expand Collapse

    Joined:
    Apr 27, 2016
    Messages:
    2,055
    Trial and Error while looking at the vanilla content seems to work for most of the modders since the wiki is a bit sad atm.

    Also, RG is probably not going to update it himself.
     
  7. Excrubulent

    Excrubulent
    Expand Collapse

    Joined:
    Aug 8, 2013
    Messages:
    83
    Sounds good to me!
     
  8. Excrubulent

    Excrubulent
    Expand Collapse

    Joined:
    Aug 8, 2013
    Messages:
    83
    So I've done as instructed and the results are promising. I've based my changes on the V8 van engine, because it's similarly a big-block V8 towing a fairly hefty vehicle.

    Code:
        "nodes": [
            ["id", "posX", "posY", "posZ"],
            {"nodeWeight":7.5},
            {"frictionCoef":0.7},
            {"nodeMaterial":"|NM_METAL"},
            {"collision":true}
            {"selfCollision":false}
    
            {"group":"engine_g"},
            {"engineGroup":"engine_block"}
            ["en1", 0.23496, -1.68353, 1.17911,{"chemEnergy":1000,"burnRate":0.39,"flashPoint":800,"specHeat": 0.1,"selfIgnitionCoef":85,"smokePoint":650,"baseTemp":"thermals","conductionRadius":0.07}],
            ["en3", -0.23496, -1.68353, 1.17911,{"chemEnergy":1000,"burnRate":0.39,"flashpoint":800,"specHeat": 0.1,"selfIgnitionCoef":85,"smokePoint":650,"baseTemp":"thermals","conductionRadius":0.07}],
            ["en5", 0.23496, -1.30033, 1.17911],
            ["en7", -0.23496, -1.30033, 1.17911],
            {"enginegroup":""},
            {"engineGroup":["engine_block","engine_intake"]}
            ["en0", 0.23496, -1.68353, 0.82911,{"chemEnergy":1000,"burnRate":0.39,"flashpoint":800,"specHeat": 0.1,"selfIgnitionCoef":85,"smokePoint":650,"baseTemp":"thermals","conductionRadius":0.07}],
            ["en6", -0.23496, -1.30033, 0.82911],
            ["en4", 0.23496, -1.30033, 0.82911],{"isExhaust":true}
            ["en2", -0.23496, -1.68353, 0.82911,{"chemEnergy":1000,"burnRate":0.39,"flashpoint":800,"specHeat": 0.1,"selfIgnitionCoef":85,"smokePoint":650,"baseTemp":"thermals","conductionRadius":0.07}],
            {"engineGroup":""}
            {"group":""},
    
        ],
    First I changed flashpoint from 500 to 800 on all the nodes, that didn't make any difference. Then I changed chemEnergy from 100 to 1000. That seemed to stop the fires.

    The other differences I can see are selfIgnitionCoef is 85 here, but on the van it is set to "false", and conductionRadius here is 0.07, but on the van it is 0.2.

    It seems like turning the self ignition coefficient off, or increasing the conduction radius would both improve matters, but if I've stopped the fires is that enough?

    Part of the issue is that I'm not sure what else I should be looking at. Is "stops the fires" a good enough metric? Is there other information I can look at? I don't want to destroy the engine's performance with the wrong numbers.

    EDIT: I should also mention I've now noticed the catching fire behaviour in freeroam in Utah as well, so that's less mysterious.
     
    #88 Excrubulent, Apr 17, 2018
    Last edited: Apr 17, 2018
  9. Excrubulent

    Excrubulent
    Expand Collapse

    Joined:
    Aug 8, 2013
    Messages:
    83
    Okay, I think I've cracked it. Even after the changes above, I still occasionally got fires. Then I just changed everything back and changed the self ignition coefficient to false. No more fires so far after a fair bit of testing. I think setting the "do you want the car to set itself on fire?" option to "no" has fixed the problem.

    Now before you go rushing to apply this, I've just realised that I'm still on the 0.11 version of BeamNG, because I'm on mobile internet right now, so I've kept Steam offline to prevent burning through my downloads. So it's possible I'm only seeing this issue because my game isn't up to date. I notice the bus has already been downloaded through the repo, so it's possible I'm running some sort of bizarre hybrid of mods & game version. I don't know.
     
  10. Excrubulent

    Excrubulent
    Expand Collapse

    Joined:
    Aug 8, 2013
    Messages:
    83
    I've now updated to 0.12, and I've had the same problem, with the same fix. This truck is constantly catching fire in Utah, and when you set the selfIgnitionCoef to false, the problem goes away. I've uploaded a .zip with the fix applied.
     

    Attached Files:

  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice