Hello, I had a go at making a car with inboard brakes, based on an Automation export. I originally wanted to reduce a cars unsprung mass but had issues with torque nodes becoming unstable, so i thought id give this a go as an experiment. The car was at first AWD with lsd's front back and centre, but i've set the centre diff to open, before i did that the rear brakes were actually stopping the fronts! I tried first with shafts to connect the "pressure wheels" acting as brakes to the tires, but ran into some issues, car nr:2. The other car "glass_inb_b__na1585" uses a locked diff between the brake and wheel which worked. The diff "lockTorque" and "lockSpring" seemed important, but ABS still doesn't work properly and is disabled. Maybe "rotators" or "multishafts" could have been used? This isn't really useable but i thought someone might find it interesting. Regards, Max.
according to beamng patch notes it should be a feature, but of course theres 0 documentation or instructions of how to do this. if new features could get actual support documentation maybe this game wouldnt feel so old. feature was introduced in 0.26 and then updated in 0.27: https://beamng.com/game/news/patch/beamng-drive-v0-26/ https://beamng.com/game/news/patch/beamng-drive-v0-27/
Neat, the Wydra uses the same method of a locked diff connected to the brakes but with rotators, it seems to have a similar springy feeling to the brakes as well.