Besides the plague of FPS problems people have been mentioning, I do get some very bad lag ion the bump pad on Grid Map. I couldn't recreate it for a screen shot unfortunately. But I was wondering, is there a way of perhaps adding progressive shocks in terms of movement instead of velocity? As it stands (the way I see it) the progressive system works on a velocity split, if its over that velocity the "fast" damping applies. Could shock stiffness also be applied? Would it be possible for it to progress relative to the shock position instead? Meaning as the shock goes through it's stroke, damping and/or rate would increase exponentially. Much like many progressive suspension systems today.
Re: Few things I've noticed As in how to make your own vehicles? No, as this is a game mechanic (well depending if its possible with stock game engine)
Re: Few things I've noticed As in showcasing what vehicles you model and make JBeams for, not a discussuion of game mechanics thread.
Wrong category.. Should be in help/suggestions. It guess this is already possible, use multiple beams with different values.
You can do it by adding an extra beam (in the same place as the spring and/or damper) with values like this, for example: Code: {"beamType":"|BOUNDED", "beamLongBound":0, "beamShortBound":0, "beamPrecompression":1.0, "beamSpring":0, "beamDamp":0, "beamLimitSpring":20000, "beamLimitDamp":4000} So, a beam with those properties would have no effect at the original length, then gradually starts increasing the spring and damping rates. If I've understood it correctly, it reaches the limit rates (+ normal rates, if used) when the beam is 1 meter past the bounds.
Hmm, maybe I was reading the code wrong, in current vehicles isn't that line usually found under the bump stop?