i mostly know the answer to this, but if you have a discord server, or a discord account or steam server or something, i would REALLY love to beta test this awesome vehicle!
It has adaptive coilovers on all models except the base models, and will most likely be getting air suspension on the Luxury-focused models.
This’d be awesome but I’m not sure how possible it would be. I could ask Zeit though. --- Post updated --- Which parts specifically? The bonnet might be a little fast, but it’s the best I could do if I wanted it to open at all lol Lowering the beamSpring any further made it not have enough power to lift it
idk how the door sounds work but you could try replacing the sound event with the hydraulic thing from the t series --- Post updated --- change the thing on the event i found this one sounds nice in the world editor you can add a sound emitter and search those events so that you find the one you want
If you use the same method for the openable stuff as the Covet has, you don't need any beamSpring at all, couplers will do the job for you and you can set the force and duration easier there, like a human would open them
My understanding is that some components still require a strut to keep them open. However using a high damp value might help slow the opening down a little bit.
the tailgate not using the new coupler system is triggering me, seeing that bottom part drop down would look sick and having the top part set on pressured beams to simulate struts would be awesome too. Not mentioning the extremely apparent lack of opening sound
I can’t seem to work out pressured beams, if you could give me a hand with them it’d be very appreciated
https://documentation.beamng.com/modding/vehicle/sections/beams/pressured/ I'm assuming you didn't take a look at this yet, but it's very useful these days Here's what I'm using for the picnic for reference, you might have to change stuff around until it works fine in your case, beams are set up in the way trunk struts would be set up on a regular car Code: //pop open {"beamType":"|PRESSURED", "beamLongBound":1.0, "beamShortBound":1.0}, {"breakGroupType":1}, {"beamSpring":100,"beamDamp":400}, {"beamDeform":4000,"beamStrength":60000}, ["t3rr", "p10r", {"pressurePSI":0.4,"surface":0.2,"volumeCoef":0.02,"breakGroup":"tailgatehinge_R"}], ["t3ll", "p10l", {"pressurePSI":0.4,"surface":0.2,"volumeCoef":0.02,"breakGroup":"tailgatehinge_L"}], {"beamType":"|NORMAL", "beamLongBound":1.0, "beamShortBound":1.0},
Super excited to hear this information. Been watching the development like a hawk. I'm an air suspension fanatic IRL (love the result, don't necessarily understand values) so it's great to see. Be cautious when developing the air springs - I know there was some trouble with developing the air springs on the 1300 and Defender mods. They wound up being a bit more stiff and bouncy than their counterparts as a result of how the standard jbeam script is for the air ride, considering the only vanilla air springs are mostly with HD vehicles like the Wentward and T-Series. Great progress, cheers!
It's mostly a question of using the right pressure/area combination for the weight of the car, along with a correct volumecoef to adjust the progressiveness. Pressure*area will give you a force, which you can use as starting point. Ride height adjustments works by changing the air pressure. Volume coeff should be somewhere between 1 and 5 for most car springs. It's based on the length of the air chamber relative to the beam. A value of 1 means the air chamber is the length of the beam. Value of 2 means its half, etc. Higher value = more progressiveness, so the stiffness rises more quickly.