1. Thread posting restricted: Only the BeamNG team members can post new threads in this sub-forum in order to prevent spam. Posting is available on unlocked threads.

Technical workshops?

Discussion in 'Microblogs' started by tdev, Sep 21, 2022.

  1. Turbo49>

    Turbo49>
    Expand Collapse

    Joined:
    Apr 1, 2021
    Messages:
    3,092
    I don't have anything to ask really but i'd love to see it later, if it gets recorded.
     
    • Agree Agree x 2
  2. Alieu

    Alieu
    Expand Collapse

    Joined:
    Dec 30, 2017
    Messages:
    1,190
    Def count me in, sounds genuinely helpful and would help people learn new things
     
  3. 1993 MAZDA MIATA

    1993 MAZDA MIATA
    Expand Collapse

    Joined:
    Nov 19, 2021
    Messages:
    206
    yeah i use it do make cars pop all the time haha
     
  4. CrashHard

    CrashHard
    Expand Collapse

    Joined:
    Aug 5, 2013
    Messages:
    1,579
    sure, but some of them dont show what the default number is, looking for a better way to simulate seatbelts being loose for a bit then locking up (To stop you from flying forward) had some settings working with bounded beams, but had to remove it as I messed up other J-beam files.
     
  5. joemamaa

    joemamaa
    Expand Collapse

    Joined:
    Aug 3, 2021
    Messages:
    399
    Even though I don't have much modding knowledge this sounds so cool!
     
    • Like Like x 1
    • Agree Agree x 1
  6. Agent_Y

    Agent_Y
    Expand Collapse
    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,053
    Try anisotropic beams instead maybe
    They are barely used so won't mess up anything
     
    • Like Like x 1
  7. GroundHOG-2010

    GroundHOG-2010
    Expand Collapse

    Joined:
    Mar 12, 2022
    Messages:
    1
    I am interested in joining in, seeing if there is anything I can bring to the conversation.
     
    • Like Like x 1
  8. Dummiesman

    Dummiesman
    Expand Collapse

    Joined:
    Sep 17, 2013
    Messages:
    4,682
    This sounds interesting.

    • incomplete / missing documentation: What bits do you want explanation for? What should be documented?
    RE: This. I'd like to see more of the engine side Lua->C++ api+changes documented. Ex. the latest update added a second parameter to detachCoupler and it can't be inferred from the use cases in the game at the moment.
     
    • Agree Agree x 3
  9. Agent_Y

    Agent_Y
    Expand Collapse
    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,053
    I agree that the LUA-centered game engine changes in each update need to be documented in A LOT more detail than they currently are. For modders there is no way to see what the game engine does exactly at all, so we are left in the dark with the changes to it and can't really use the new functions.
     
    • Like Like x 1
    • Agree Agree x 1
  10. TroLLeX_

    TroLLeX_
    Expand Collapse

    Joined:
    Sep 18, 2016
    Messages:
    152
    Regarding
    "We would love to solve some of your problems together with you and understand more what you do"

    I know its about jbeam and physics here, but i have to get this off my mind.

    Im the dev behind the headless client of the multiplayer mod beammp and also a team member of that mod. What i am trying archive is that beamng gets more into the focus of car enthusiasts and sim racers. With all the crash content creators, the game is flushed with those that love crashing cars (mostly minors). I think the game is worth so much more and i want to change that. So what im doing is to create multiplayer gamemodes. Right know i am trying to recreate fully automatic races, for the players to casually enjoy and that in a way that other sim racing games also have (Qualification, Vehicle Regulations, Pit systems, Track limits, Flags, Penalties and what not).

    This is a immense project to get fully going, also because of the performance drain of the game (albeit we are investigating your new simplified vehicles system, for all non current player cars, to improve performance), the thing is that i am missing certain game features, like vehicle ghosting. See in other games vehicles get ghosted for everyone, if the player spun or crashed his car and is therefore a threat to other drivers. As of right know i dont see a way to dynamically give individual cars the simplified physics, but rather just the option to globally enable that for a player.

    The multiplayer community is big, im speaking of ten thousands of players, and i suspect that lots of them only enjoy the multiplayer part. What i would like to see is some kind of coorperation between the beamng and beammp team to improve the game and our work, with for example features like i am looking for, and therefore increase the consumer experience which in return obviously also increases the games image and appealance to those that i am trying (and you likely too) to attract to the game.

    Some Proof



    hhh.png
     
    • Like Like x 2
    • Agree Agree x 2
  11. JustYourAverageDuck

    JustYourAverageDuck
    Expand Collapse

    Joined:
    Oct 28, 2021
    Messages:
    13
    Sounds like a great idea, count me in.
     
  12. TrackpadUser

    TrackpadUser
    Expand Collapse

    Joined:
    Aug 24, 2019
    Messages:
    467
    I'd be interested as well.

    A big topic which I think would answer a lot of questions that people have is documentation, including just publicizing what is already available. A lot of people still think there's barely anything like back in 2020. Might also be interesting if we could have a system where knowledgeable modders could make their own changes and submit them for approval.
     
    • Agree Agree x 9
  13. Agent_Y

    Agent_Y
    Expand Collapse
    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,053
    In terms of vehicle mod creation, there really is not enough. Ideally there should be enough info to make a whole car, but for now you can only make an advanced prop with it. The more advanced properties of nodes and beams are still not documented and they are critically important to make the suspension, it is not explained at all how to add wheels, and there's absolutely nothing about powertrain. If you mean that it's already documented but not public for some reason, then why is that??
    Also the documentation tells you nothing about the workflow of creating stable Jbeam. Even if you made a prop with just it, it would have terrible broken physics. Where is the info about various types of structures, crossing beams, rigid beams, corner rigids, uniform structures, how to properly attach parts together? I also asked back when the documentation was created about an advanced explanation of the slot loading order, why it's EXTREMELY important to order the slots in the correct way which most people have no idea about and make very broken mods because of it, advanced explanation of leak and bleed (what leaks where and what should and what shouldn't leak), how the game engine handles slot order... This is vital for vehicle mods, you can't make proper suspension without it and you can't add wheels at all, and you will get intetior properties leaking to car body parts which is a really common problem that 99.9% of modders don't even know about...
    On top of that, THE PBR TUTORIAL IS MISLEADING AND THE SKINS MADE WITH IT CAUSE THE GAME TO CRASH (it tells you to make half-transparent textures which seems like they are not supported anymore as of 0.26, which no idea if it's intentional or not because it worked fine in 0.25.).But the tutorial is placed in a way that most people can never find it ever, I can't find it half of the time when I'm looking for it, which explains why this issue was so rare...
    Edit: This was a game bug, fixed in 0.26.1.
    That brings me to another issue, the documentation is permanently partially outdated, they always either forget or don't have time to update some things, for example in 0.26 the debug modes changed completely and it was not updated.
    Idk if I would support a system with modders adding to the documentation, seeing the mods some people make and having talked with some, they would just write nonsense and would have to be corrected all the time... But maybe that would help them learn finally, idk. Unless by knowledgeable modders you only mean the ones who can make a whole car, that would be fine. But how could you judge that, very few people can make a proper car from scratch (I'm very far from that still, lego car doesn't count as it doesn't have all of the less obvious components that a normal car has that are simulated in game... Those should be definitely documented too) and most people who make cars based on vanilla assets just make dumb meshslaps and have no idea how to make proper mods...
    Sorry if I'm starting a drama here, but the truth is, I often tell people to use the documentation as a reference, but they reply that it's unusable, and I can somewhat see why they think so. It's not usable on its own, you need prior experience or a reference in vanilla content, otherwise you can never make a mod with it.
     
    #53 Agent_Y, Sep 23, 2022
    Last edited: Sep 23, 2022
    • Agree Agree x 2
    • Like Like x 1
  14. TonyCartony

    TonyCartony
    Expand Collapse

    Joined:
    Dec 23, 2020
    Messages:
    196
    Proposed Topics += Backward Compatibility

    I am a SW developer for work and I know that BC is a cost in term of perf, lines of code, etc. But at the same time you know that mods are giving this game a lot of reasons to be still alive after so many years, and deserve more attention.

    One solution could be to give more progressivity to the features/functions removal, with more announcements. Maybe I lost some notification, but 0.26 came like a rock on my bike mods breaking almost them all.

    T.
     
    • Agree Agree x 1
  15. TrackpadUser

    TrackpadUser
    Expand Collapse

    Joined:
    Aug 24, 2019
    Messages:
    467
    That's why I added that part.

    Approval being done by the devs, and possibly modders who are known to really know their stuff. Essentially make the documentation into sort of wiki but with validation by peers.
     
    • Like Like x 1
  16. Bifdro

    Bifdro
    Expand Collapse

    Joined:
    Sep 29, 2017
    Messages:
    399
    Sounds interesting
     
  17. nachtstiel

    nachtstiel
    Expand Collapse

    Joined:
    Dec 10, 2016
    Messages:
    463
    I agree that the biggest pain point is the documentation. There are more than a couple topics that are incomplete such as the drivetrain and thermal simulation

    I think that having some sort of calculator or formula that could provide rough beam values for different applications (like frames, suspension, wheels, and tires) based on the weights, lengths, and (when applicable) material type would be extremely helpful. If not that, then at least a table of values from which we can easily determine relationships between the values would be really helpful.
     
    • Agree Agree x 2
  18. Snowmaster

    Snowmaster
    Expand Collapse

    Joined:
    Dec 12, 2021
    Messages:
    159
    I don't have that much time and I don't know what to ask to participate, but it would be really great if it were recorded because I could watch it later.
     
  19. Lordlichi2006

    Lordlichi2006
    Expand Collapse

    Joined:
    Apr 4, 2021
    Messages:
    796
    an idea could be showing how the devs do the cars, maps and stuff like that and what tools they use, could be interesting to learn from them
     
    • Agree Agree x 2
  20. tdev

    tdev
    Expand Collapse
    Developer
    BeamNG Team

    Joined:
    Aug 3, 2012
    Messages:
    3,030
    Sorry for the delay, so neck deep in work atm. Rewriting the asset importer, parts of the virtual file system and all.
    This will definitely happen, i just don't know when yet. Hopefully in the next few weeks :)
     
    • Like Like x 7
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice