An update is pending approval. Mostly fixed stuff and added some small stuff There is (and already was...) an 'regular towhitch' option for the dolly drawbar. Use that one. To the ones asking for my other mods; I myself would really like to see those back ingame, but like I explained earlier I'm very short on time. I will try to update the broken mods and release that D45/D55 thing (look in my outdated signature for more screenshots). But it can take a while. Many of the cars they are based upon have had a huge makeover in the meantime looking at the jbeams and the flexbodies. Even the shape of the Covet changed.
AR162B updated Gavril T-series addon with a new update entry: T-series v0.5.1 fixes Read the rest of this update entry...
Hey AR162B, The flatbed trailer with 3 coils on it is still bending in the middle quite badly even with the flatbed reinforcement, but not as bad as it was before this new update. --- Post updated --- By the way, I'm still having texture issues with the hay material even though I cleared cache and disabled every mod I had except for the T-series addon. I'm sorry if I'm being nitpicky. I just want to give you some feedback.
Hi, thanks for your input. I thought it was nice to have three coils right on the edge on what it could handle. Drive over a bump slightly too fast and it will collapse. 3 20 tonnes steel coils should be a tough load I think? Weird that you've issues with that hay bale material. The material is defined in the mod. If you load the separate hay bale 'vehicle' before you load the flatbed, does it solve the issue?
I don't think it did. I remember spawning the hay bale truck before the flatbed and I do not think it solved the issue.
Still having the no texture hay bale problem for some reason, I've already tried clearing cache but.. that doesn't seem to fix it
Hi, I was wondering whether the racing version of T65 would be better if it had locking rear differential. I've tried swapping racing rear axle for standard one with locking diff, unfortunately it affected performance quite a bit. Or is it deliberately open because the racing trucks of that era also had open diffs?
"They(Flatbed trailers IE Fontaine 40ft Flatbed Trailers) arch because you can't design a flatbed trailer to be ultralight and rigid. They need to arch so they flatten out when loaded heavily. For Dry Vans and Reefers, they are semi-monocoque which means they have walls nose doors and a roof to contribute to structural rigidity so they can be straight loaded or empty." Source: https://www.thetruckersreport.com/t...ads/why-do-flatbed-trailers-arch.89244/page-2 Photo:
with the mod installed it currently breaks all of the t-series trucks for me, go to spawn them and they dont work
What Ai'Torror says, please spaws the haybale first and then the trailers for the time being. I'll fix and push an update when it's ready. I just updated the broken parts without having much thought about it. What I can remember is that someone in this thread told me that high horsepower racing/drift trucks have open diffs because a limited slip diff will burn up almost instantly. The flatbeds are actually a bit arched. I can try to strengthen the reinforcement part a bit more if that's what everyone wants. I't just a mod, I rather not redesign the entire thing I've send you a PM, I think it is because the 'extend_input' variable has a nil value. But I'm not sure. Not soon, I already had plans to add a aluminium/stainless steel skin for the dryvan, a colling unit can be a part of, but I'm not efficient in making flexbodies especially the mapping and textures part. Maybe some time in the future. It will look great on a classic American COE truck. (some kind of Kenworth K100/K200/K330, Mack F series, International Transtar 2 mixture.)
No better christmas present than seeing AR162B active on the forums again oh wait there is.. He updated his T-Series mod!! :0
And to other when the game freezes when using this mod: This mod has a lua file which uses a original variable (extend_input, which is being used for the car transporter flatbed). Its value is being used by my mod to calculate another variable which is used for the car transporter lift. With the help of @Logan Oram Feltham, I've figured out that there is at least one old mod (Dyghaun's Air Ride Pack) which contains a 'custom_input.lua' file which has the equal name of the original 'custom_input.lua' file from the semi. When a mod contains a file with an equal name compared to a original file, BeamNG will ignore the original file and uses the mod version file. When a combination of my mod with such a mod is installed, BeamNG can not find this extend_input variable anymore and will freeze. I do not want to fix this issue by overwrite the original files and/or doubling the original variables, the only way to properly fix it is to update or remove those old mods. I can however add checks in the lua file so the game will not freeze, but some parts will be non-functional.
This would be cool to see in the pack and you should be able to do it with already existing BeamNG parts, like the flatbed trailer frame and the T-series dump truck dump --- Post updated --- Flatbeds got arches normally IRL because of load preload, in other words they do that so when a heavy load is applied the flatbed will be straight --- Post updated --- Sorry for suggesting so much but a hitch for the dump truck and a dump truck equipment trailer for carrying stuff like excavators bulldozers and stuff like that could also be done by using some of the parts on the dually medium duty trailer in your trailer pack you should not have to do much like the other idea, other than strengthening the trailer for superheavy loads, Making the deck and ramps a little more beefier View attachment 620515