i have 3 ideas: 1: i have already bought the mod and i cant get more updates so you can put it in a website that can send you the updates when you buy it 2: make the mod compatible with more mod cars (i'm a beamng youtuber that does some crash test so i can't get so much material LFMAO) 3: improve the steering column and make possible that the steering wheel can make some intrussion in old cars *sorry my english is very bad & i attempt to do my best*
1: You can get new updates using the link you got in your Email, when first buying the mod from one of the two stores I have linked in the first post. 2: I tried doing that, but had to give it up (for now at least) It was so much extra work to keep the dummy mod up to date whenever the mod cars where updated. 3: There are some limitations what can be done here, but I want to get the interior collision as good as I can. But the cars in game keep changing how the interiors are set up. So have to wait till the game developers are done making big changes to the structures of the cars. but I like the idea.
Sorry for the delay. Updated the mod to work with the game version 0.36 (had to disable the passenger dummy for the MD-Series Bus. The game had hit its mech/3D Model limit. random parts started disappearing. sorry for this.
To work around this limit you could try joining together some body parts of the dummy that are separate flexbodies but are in 1 group
Ah. thank you Its the way I have textured the dummy, Steel, Rubber and Plastic is separate textures, so needed to split up the models. But again thank you for the suggestion for a work around. You developers have done great work with the bus and armored variants. so fun to stress test
Good to hear that, I'm glad you like them. Both of these variants were partially my work (everything that wasn't repurposed/modified from the main MD-Series, and wasn't related to the electric/pneumatic systems of the bus, is my Jbeam helped by feedback from other people, though for the armored truck I have to give a lot of credit to Ai'Torror for helping me tune the deformation since my own attempts made it way too strong and it deformed weird in general). So if you have any feedback about the Jbeam you can reply to me, maybe there are issues I'm not aware about that I could fix, and I have heard that you sometimes make some private changes for the videos.
i need help with that, cuz i bught the m od in 2/2024, in kofi, but i cant sign in (i bught it as guest), i need the update man
I found a couple of bugs 1 the 2nd Gen Pessima doors don't close anymore 2 the Jato on the bus has static smoke when dummy body is used 3 the file for the dummy body on the marshal says { "fullsize_body": { "information":{ "authors":"BeamNG", "name":"Body", "value":13000, }, "slotType" : "fullsize_body", instead of { "fullsize_body_CHD": { "information":{ "authors":"BeamNG", "name":"CHD Body", "value":13000,
I have slowly started working on an update for the dummy mod. Thank you all for the reports. I will look into that as well
i paided that, It's completely worth it, free updates, a lot of cars, i bought it like a year ago, and i dont care anymore abt bugs or something, and nice photo bro
Hey, love the mod and have been using it for a while. Just have been having an issue with the D series single cab (I believe due to the newest update). When the mod is activated the roof of the D series ( only the single cab) deforms near where the door meets the cab on both sides. I've tried clearing cache and verifying files ect but still having the issue. Is this an issue on my end or something to do with a recent update? Thanks! Before mod is activated: After mod is activated:
Im very sorry for the long delay. But I have finally updated the CHDummy 2.0 mod for game version: 0.38 I hope I have managed to fixed all the bugs you guys have reported. If I have missed anything let me know (Nicely)
Forum Post — CrashHard Dummy not loading via BeamNGpy / set_part_config Title: CrashHard Dummy body not found when spawning vehicles via BeamNGpy (.pc fallback to default body) Hello everyone, I’m working on an automated crash simulation setup using BeamNGpy and I’m having persistent issues loading the CrashHard Dummy into vehicles when spawning them via Python. I’d like to describe the setup in detail, because the problem seems related to how BeamNG handles part configs, mods, and spawning through the Python API. Environment BeamNG.drive (Epic Games version, latest stable) BeamNGpy (pip version) Python 3.13 on Windows Mod: CrashHard_Dummy_20.zip Vehicles involved: V1: citybus V2: etk800 Mod location: C:\Users\<user>\AppData\Local\BeamNG\BeamNG.drive\current\mods\CrashHard_Dummy_20.zip (Initially NOT unpacked) How the vehicle is spawned (technologies involved) Vehicles are spawned programmatically using BeamNGpy, with the following pipeline: Python controls the simulation via BeamNGpy (TCP TechAPI) Scenario is created using: scenario = Scenario("smallgrid", "crash_test") Vehicles are instantiated via: v1 = Vehicle("v1", model="etk800") v2 = Vehicle("v2", model="citybus") Vehicles are added to the scenario: scenario.add_vehicle(v1, pos=..., rot_quat=...) Scenario is loaded and started: scenario.make(bng) bng.load_scenario(scenario) bng.start_scenario() v1.connect(bng) A part configuration (.pc) is applied after spawn: pc = json.load(open("veiculo_1_dummy.pc")) v1.set_part_config(pc) So the vehicle is: spawned via BeamNGpy controlled through the TechAPI socket reconfigured using set_part_config() with a full .pc file Part config being used (example) { "format": 2, "model": "etk800", "mainPartName": "etk800_body_sedan_CHD", "parts": { "etk800_body": "etk800_body_sedan_CHD", "etk800_engine": "etk800_engine_i4", "etk800_transmission": "etk800_transmission_automatic", "dummy_driver": "dummy_driver_CHD" } } ❌ Problem When the simulation starts, the BeamNG log always shows: slot "etk800_body" reset to default part "etk800_body_wagon" as the wished part "etk800_body_sedan_CHD" was not found Result: Vehicle loads correctly Simulation runs normally BUT the dummy is never instantiated All biomechanical slots are missing What I already verified The .pc file is passed as a full JSON to set_part_config() (not only parts) The mod file CrashHard_Dummy_20.zip contains: vehicles/etk800/etk800_body_sedan_CHD.jbeam The name inside the .jbeam matches etk800_body_sedan_CHD The script waits until vehicles are fully connected before applying the config However: The mod is still zip-based (not unpacked) BeamNG never recognizes the CHD body as a valid root part when applied via .pc Fallback always happens to etk800_body_wagon ❓ Main Questions Is it mandatory to unpack body-mod mods into mods/unpacked/ when using mainPartName via BeamNGpy? (i.e., do zip-based mods fail for root body replacement through .pc?) Is there any limitation in BeamNGpy / TechAPI regarding: changing the root body of a spawned vehicle? promoting a mod part as mainPartName after spawn? Is there a recommended workflow for: spawning vehicles via BeamNGpy attaching biomechanical dummies programmatically ensuring the dummy body is recognized as the root part? Final goal This setup is part of an educational crash biomechanics project, aiming to: spawn different vehicles (bus, car, truck) attach biomechanical dummies (CrashHard) record G-forces and structural damage later compute injury metrics (HIC, GSI, chest accel, etc.) At the moment, everything works except the dummy instantiation itself. Any guidance from developers or experienced BeamNGpy users would be extremely appreciated.
updating this mod was the single biggest reason why i finally decided to buy this mod. thank you for keeping it up to date. now i was wondering, there seems to be no mention of it on the main post, (unless i missed it) are we allowed to make mods of this? or to ourself implement it on modded vehicles? and finally.... adjustable weight? im messing with it currently because i cant stop my damn ADHD self from tinkering with stuff xD i know jbeam stability is a major struggle. im giving it a go myself, gonna try to add an adjustable weight variable. i have a stripped vehicle that weighs 799kg, and only adding a driver puts it at 944kg. at 143 kg its a heavy dummy xD considering i weight 1/3 of that lol, it would be nice to have the weight adjustable at least a bit and again, thank you for updating this mod, i really hope you'll keep updating it in the future. keep up the good work <3 also the hopper needs updating
Thank you I really appreciate the support - About making mods of this mod, I see no limit or problem with that if just done privately. If you want to release your mod, then it would be appreciated if you make it in a way that dont include all my models, textures and the main Jbeam structures for the dummies, to the best of your ability at least. - And yes the weight is a frustration that I have not managed to solve, the JBeam have so many nodes and beams to keep the dummies from inverting itself (still happens from time to time in big crashes) or clipping into the car or itself, and to keep the limbs from moving or bending in unnatural ways. (My hope is, if IF the development team ever in the future where to add their own dummies or people to the game, they may code a ragdoll constraint node or beam, and that would let me remove some of the joints I have made for the upper legs and shoulders, that would shave off some weight, hehe) And if you managed to solve the weight problem by making a working slider to adjust it, without it being to to soft or explody, hehe, let me know, I can add it to the dummy mod with your permission, and add a credit to this and the store pages. - And I will do my best to keep the dummy up to date for future game update. And I do have ideas I want to add to make it not clip into the interior better (like seats and center consoles) I just need/want to wait until the development team have locked down their JBeam structure for the interior, and how they want it grouped and connected (the parts tree structure, how it shows up in the parts selector) - Did I forget/miss something with the hopper?
thanks for the reply! if i do make mods of this, itll require your mod to function, no worries. everything is using the common folder for ease of use, its practical, ill keep it that way so far ive only used individual vehicle jbeams to enable the dummy slot, ive not used the dummy jbeam whatsoever. keeping it the same way you've done it. i did find a tiny bug with the passenger dummy, you can remove head decals on the passenger because its missing the coreslot :true variable as for the hopper, ignore that lol i removed all mods and noticed one was borking the hopper.. oopsies. (while checking the hopper body jbeam, i saw differences in slots, so i though it was an outdated jbeam, my bad) As for the variable weight... ouf... ive spent hours last night trying to get it functional to my liking... and while ive managed to lower its weight by about 25kg, it proved to be challenging xD ideally id want to shave off another 50kg, but i dont believe its possible with the current jbeam structure.. im almost contemplating trying to redo parts of the jbeam, but im really uncertain about putting that much work into a paid mod that isnt mine. i do believe simplifying the chest jbeam would help lower the weight, but im naive and idk the rest of the jbeam still slowly studying it tho.. its an awesome mod with room for improvements! and a nice addition to beamng. i love seeing the dumies fly out in a big crash XD (reminds me of turbo dismount) and yeah i do understand waiting for devs to finalize their stuff... ive been living in limbo, waiting for updates, for this exact reason as well lololol i hope life has been treating you well! ive always loved your mods. (ps: have you considered supporting your old mods with the dummie? and wydra? )