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Maluch JBeam rebuild

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by AdamPLGames, May 17, 2021.

  1. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

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    Changelog finished in English, will also translate to Polish because many Polish people will use this mod. There are 400+ changes from the old version, and most of them are several small things combined into one, and redone Jbeam only counts as 1 change. Idk who will read it all, maybe some youtubers if any of them will review the mod.
     
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  2. PowerstrokeHD

    PowerstrokeHD
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    This won't be a paid mod, right?
     
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  3. Agent_Y

    Agent_Y
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    Why would it be, there would be permission issues if it was, since it still uses stuff from the original which was free and the original author probably wouldn't give permission to make money from his work. And it has plenty of stuff made by other people too.
     
  4. PowerstrokeHD

    PowerstrokeHD
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    I had a feeling it wouldn't be but i also had the same feeling with the picnic.
     
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  5. supra107

    supra107
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    Just because something is robust and ambitious doesn't mean it has to be paid. Like Blender for example.
     
  6. PowerstrokeHD

    PowerstrokeHD
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    Yeah I know. I was just asking tho.
     
  7. Agent_Y

    Agent_Y
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    BeamNG Team

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    So while waiting for TAN to test, I fixed the jet turbines addon to the original mod, adapted it to the current version and included in the mod. 2 configs included, flying normal and flying police. I made the turbines able to fall off, and made the binding names more clear + added one that resets the pitch control because it was annoying that once you start controlling it you couldn't stop. Turbine power is also tunable, separately for front and rear ones. I didn't change any LUA aside from fixing the biggest issues, because it's quite complex to me and I could mess something up by accident.
    sadewreds.png sadr43far.png sar3rar.png
     
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  8. a plane guy

    a plane guy
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    Hell yes
     
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  9. robbonabbo

    robbonabbo
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    Roads? Where we need to go there aren't roads.
     
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  10. supra107

    supra107
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    GTA:SA Jetpack looking thruster mofos :D
     
  11. Polando

    Polando
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    I can't wait to test that rocket engine in game! Also can you make headrest covers for the front seats?
     
  12. Agent_Y

    Agent_Y
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    If someone models and textures them, I can add, but I don't think I can make that myself with it looking realistic
     
  13. Agent_Y

    Agent_Y
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    Pędzel made the headrest covers.
    fawewerr.png
    Unfortunately rear ones won't be in the mod because the game doesn't like too many half-transparent objects close to each other and does... this.
    dsarwtr.png

    But instead we have these weird aftermarket front headrests.
    ardrtgrtd.png
     
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  14. joemamaa

    joemamaa
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    the Niki is an car
     
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  15. Xupaun

    Xupaun
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    That looks good to me. Can't wait to see how it will handle with the rear jbeam weight fixed. Combined with the Arcade Steering mod (which is more realistic than vanilla, for gamepad users like me) it is driving quite good, even being "compatible" with racing tires without tipping over. Even though I'm sure that the original didn't have this and neither the Beetle or the Piccolina has it too, it'd be nice to have sway bars on both axles (even if it is just the "race" one) so we can tune the handling better.
     
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  16. Agent_Y

    Agent_Y
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    I tried adding swaybars before, but it was hard to find any balance with them since not stiff enough would do nothing and too stiff would just break the suspension. I feel like there is some kind of formula to the swaybars that I'm missing, maybe you can help with that?
     
  17. Xupaun

    Xupaun
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    I'll need to dive in on how sway bars are used in game. But maybe a torsion bar connecting the front mounting points of the trailing arms would do the trick? Using the own trailing arms as links. Just like a beetle front suspension, but without the center mounting point for the torsion bars?
     
  18. Agent_Y

    Agent_Y
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    That could do maybe, I can look into it. There's the front suspension too but it can use a generic approach I think.
     
  19. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

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    Good news! The speed is now correct, there are no more weight distribution issues, Cabrio steering is all good, all issues that were fixable in reasonable time are fixed, this means that the final testing is coming soon! I'll only try to add the sway bars now, then update a few configs, automated testing, thumbnails and the final beta!
    --- Post updated ---
    Working sway bars, comparison with and without them. I hope this works good enough. They are tunable like the race sway bars in game. Irl I don't think there are even aftermarket ones for this car, because I imagine they could be causing the car to flip easier as with a high center of mass they turn the body roll into wheel lifting, but this could be entirely false, idk much about sway bars and even less about the reason why there are none for this car.
    asef4rsr.png
     
    • Like Like x 11
  20. Polando

    Polando
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    They look amazing. I think this mod will be the best mod for a real car in this game ever!
     
    • Agree Agree x 1
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