What is The Rock cooking...? For once, it's not bullsh*t! UPDATE, 8/3/2025: Started work on the V8 and the Tri-plane. Added more detail to a couple things, started adding the canvas skins. I'm going away until around Aug. 20th, so no progress will be made on any of my mods until after that time. UPDATE, 8/23/2025: We getting closer boys! UPDATE, 8/31/2025: The appearance of the model hasn't changed much since last post, but a few more things have been finalized. The materials as shown have existed for quite some time, I just hadn't bothered showing them as they don't have textures yet. This screenshot is mainly to highlight the ridiculously overcomplicated control system I devised for the elevators. I wanted everything to be purely cables, but I just couldn't figure out how to make a 2-seater plane that long and not have the cables clipping through stuff. Ailerons and rudder are purely cable though. I've added a new plan, and that is to have the control-surfaces physically linked to the pilots' controls. This way, the connection can be... interrupted... hopefully causing some interesting situations. lol I have also started work on the .Jbeam. It's gone slower than normal because I'm trying an experimental "all L-Beam" technique, which I may end up having to scrap since I've already run into several bizarre issues. The keen observer will note that aside from the criss-crossed "tension cables" (Anisotropic beams), there are no surfacial diagonals. This is because I am rigidifying every corner (and every straight) with an L-beam instead. I'm hoping it will simplify things, but it may prove more trouble than it's worth. We'll see. I am also having trouble with pressureWheels, but that's nothing new. UPDATE, 9/6/2025: I've been working on getting the basic .Jbeam'd parts in-game. Ran into some weird issues with L-Beams. Apparently L-Beams and rails/slidenodes do not play nice with eachother. If a given slidenode has multiple L-Beams linked to it, it likes to grenade itself... even with beamSpring and beamDamp set to 0. Took several hours to find the cause of that and sort it out. Anyway, I'm gonna keep puttering along on the framing bits and I think the canvas skins will be the last .Jbeams I make before initial release. I think guns will come a bit later. I am also giving up on my "all L-Beam" construction because while it is simpler, it is also very finnicky and issue-prone... AND it doesn't really work for flat, rigid things... like wings........... loooooool UPDATE, 9/13/2025: Got some more stuff in-game. Nothing is finalized yet as I still need to tune beamSpring, beamDamp, beamDeform, and beamStrength. I also need to add couplers and breakGroups to some things. I have no code for the engine or fuel tank yet, so they're just bricks basically. It still doesn't have wheels as I still can't figure out my pressureWheels problem and no one on the help and support section has responded to my post lol... I'll keep getting stuff in-game, then it'll be tuning for ages. UPDATE, 9/27/2025: Sorry for the lack of updates lately, in a "first" for me I've purchased a truck to try and flip IRL and it's been eating most of my free time. Anyway, since last update I've gotten the code for the engine and fuel tank started so it'll run. I've run into the issue of coupling the prop to the engine... It currently uses a "torqueConverter," but it doesn't behave how I want. I also tried a "frictionClutch" and a dummy (1:1, 1 gear) gearbox, but it caused instability with torque reactions and I don't know why. I've also remade the landing strut .Jbeam in a more conventional style (No L-Beams or slidenodes/rails) as the old one deflected all weird and I couldn't get it to stop. I finally got pressureWheels to kind-of start working, but I'm still having big problems getting selectable parts to actually work... for instance if I have the wheel sizing and offset information stored in the wheel part itself, it doesn't work... now that I have that info stored in the axle wheelData, it works... but the tire won't... I also think it's strange that no matter how high I make the "liftCoeficient" in the propeller triangles (currently 5000 I think), it makes no thrust. I'll keep after it, and I'll keep updating this post when I can get to it. UPDATE, 10/4/2025: No in-game screenshots this time, I've hardly made any real progress in-game... I've been making- removing- and remaking (and re-removing...) the control scheme for the elevators. I think I've got the model where I want, but now I have to find a way to make the .Jbeam work how I want. (I've been through 3 iterations so far and none have worked as intended) Here is the new ALL CABLE elevator control I've devised. (Highlighted in pink because they're so skinny) And here I don't think you need the highlight... Obviously they're just lazily mirrored right now, I'll make their anchors separate eventually. I had to ditch the bizarre old "tube and rod and lever" thing because I didn't realize until I went to make the .Jbeam that it physically CAN'T work... All the pinned joints would have to be able to slide or it binds in the neutral position. It's just waaaaaaay too complex to do that in BeamNG. I'm not 100% sure the cables will work the way I have in mind either, but at least it's better than physically impossible, so that's where I'm headed. All It takes is time. UPDATE, 10/18/2025: I haven't made huge progress since last post as I've been very busy IRL and I've also been fighting the cable system I want to implement. The way the system works is there are "pulleys" which are slidenodes, and "cables" which are a group of nodes, connected in-line by anisotropic beams, the whole of which comprises a rail. Basically the long, flexible rail can slide along the fixed-in-place slidenodes, acting kinda like a cable running on pulleys. It DOES work, I just have to get the segment lengths and beam/slidenode properties tuned so it can operate without binding or stretching. This image is rather difficult to see due to in-game lighting, however you may notice that with the stick forward, the elevators are down, with the stick back, they are up... if only slightly... no image for you Again, I have to tune-out the binding/stretching problem I mentioned above. UPDATE, 11/2/2025: Sorry for the lack of updates, I've been crazy-busy IRL and just have not had the time. Since last post I have only managed to sort-of tune the elevator cables to minimize binding, but stretching is still an issue. I have also begun adding the control cables for the ailerons, but those are nowhere near finished. You may notice the increased range of motion vs. the screenshot archived far below. I have also removed the old screenshots from this post as you can only attach 10 files of any type to a given forum-post. I have attempted to create 3 "empty" posts below to use as screenshot archives, but they kept overwriting or editing themselves instead of posting individually. The forums didn't work that way before... VERY annoying feature. I'll be gone for like half of this week and into next week so don't expect updates to become more frequent any time soon. MODEL: Like 90%-ish, idrkfs (100% scratch-made, dummies are my Outlaw riders for scale only, it'll get a custom pilot eventually) JBEAM: idk like 35% TEXTURES: 0% PLANS: - Mono, bi, and tri-wing configurations - Single-seater, double-seater and a different double-seater configuration with a rear-facing gunner - Radial 9-cylinder and V8 engine options - A flimsy, crumbly, flammable .Jbeam to allow for some pretty dynamic crashes - Compatibility with @Agent_Y 's Universal Machine Gun - A droppable bomb if I can figure out how - A skinnable canvas... skin... which can tear away from the wooden frame - A few variations of some parts, allowing the player to mimic the appearance of various famous WWI aircraft - A modernized stunt-plane variant - A .Jbeam'd pilot and copilot who can be dynamically "injured" and thereby lose their control over the plane - A physical link between pilots' controls and the actual control-surfaces, which can be dynamically broken, causing degredation of control IN SUMMARY: I have roughly 43 hours of work in this thing in-total. My initial estimates of how much work is left to do have been proven to be optimistic... lol... It'll be done when it's done. Stay tuned.
When I said; I was thinking specifically of a Stearman. It won't be a 1:1 copy, but a relatively-faithful clone. The stunt-plane is going to be a while after the initial release though... I want the normal plane working well before I get carried away making all the stunt-plane extras. Funny you should mention that.........................................................................
Wdym lol --- Post updated --- And i love the thing of the control surfaces being physically connected to the yoke
Just like the real thing. Better have a smooth runway or the landing gear will be just rolling start wheels
This looks great! It really plays to Beam's history of honoring the legacy of ordinary, everyday vehicles instead of always going for the most extreme performance machines.
i think this may be the most insane project that i have seen on this site, and boy am i exited for this one!
This post is a screenshot-archive since BeamNG's forum has become unusably stupid in recent time and you can't attach more than 10 files of any type to a given post, regardless of size. I intended to make 3 of these screenshot-archive posts in a row, but they've ruined that too... if you were the most recent poster and you try to post again, it simply overwrites what you just wrote, or crams it into the last post you made with a little -post updated- header. VERY annoying. 50 cow... sheesh! I think I've changed my mind about @Agent_Y 's universal machine gun anyway. The last time I tried to use it (removed HMMWV rip) it was incredibly difficult to get it to behave the way I wanted without having my own copies of portions of the gun, at which point I may as well just make my own complete gun from scratch... Which is what I think I'll end up doing in this case. I may use the universal weapon mod as a placeholder if I find it's easy to integrate it, but no promises. ARCHIVED SCREENSHOTS; 7/27/2025: -1. Initial model 8/3/2025: -2. V8 and Tri-Plane taking shape 8/23/2025: -3. Canvas skins nearing completion 8/31/2025: -4. Model shown with "materials" -5. .Jbeam beginning to take shape 9/6/2025: -6. Basic structure in-game 9/13/2025: -7. More parts in-game 9/27/2025: -8. Wheels working (sort of) 10/4/2025: -9. New all-cable elevator controls 10/18/2025: -10. Elevator cables demonstrated in-game (sort of)