Hello, I'm trying to use stock BeamNG wheels on my FSAE car mod, and as the title suggests, the trackwidth is correct, but their positions are wrong. I tried adding a "pos" section to the wheel slot in the jbeam file, ["wheel_R_4","wheel_23a_14x7_R", "Rear Wheels", {"pos":{"x":"0.45", "y":-0, "z":0.},"nodeOffset":{"x":"0.21", "y":-0.24, "z":0.23}}], Despite the game not crashing, the issue wasn't resolved. Adjusting the nodeOffset left the left wheels in the correct positions, ["wheel_R_4","wheel_23a_14x7_R", "Rear Wheels", {"nodeOffset":{"x":"0.91", "y":-0.24, "z":0.23}}], But the right wheels are now way off to the right. Any help would be appreciated!
SOLVED! It turns out that since the DAE file was initially made in Solidworks, the model wasn't positioned at the origin when it was imported to Blender. As I used the DAE file as a reference for my jbeam, both the jbeam frame and the model were shifted slightly to the left. This didn't pose an issue when using my self-defined pressureWheels, but since the stock wheels were symmetrical about the y-axis, they would exhibit a permanent offset. In the end, I shifted all nodes (and the frame's flexbody) slightly to the right, without changing the coordinates of the stock wheels. I hope this is useful for anyone importing a model from Solidworks or too lazy to remake their model.