Potentially No problem, sorry about the 3 Axle non sliding fifthwheel dolly having improper coupler node location. I'll update tonight but I'm glad you came across the temporary fix yourself.
So the triple bogy that doesnt have the sliding fithwheel the node for the hitch isnt in the right location
Any plans on adding nowadays US trailer parts? Like aero skirts and other parts. And also nice work on this!
Yep, haven't gotten around the Dryvan really aside from adding the quad bogie. Would like to do cosmetics for it and aerodynamic skirts is the obvious one. Can you elaborate on "other parts" --- Post updated --- Time for some additional trailer light packages
I like the 22ft tilt deck with heavy duty axles, it can handle a Semi more stable than the light one. Oh, there's a thing i want to talk about Sliding Fifth Wheel, The sliding fifth wheel can not move to the -3 position as there's something blocked between -2 and -1 (If starting with 0 position.) And you can add a metal plate, or something else between the fifth wheel and dolly frame, it should be make looks better I think. [:3
This is so good I might have to reconsider my decision to not support 3rd party content in my trailer ABS mod... Anyway, bugs and nitpicks: The 4th axle on the tiltdeck trailer is unbraked The tridem dolly frame bends a lot with 50,000 lbs on the kingpin To achieve even weight distribution on same dolly, the fifth wheel would have to be in the -2.5 position Edit: the long enclosed trailer suspension should be called tridem, not tandem (literally unplayable)
Thanks guys these are really helpful. Tiltdeck is a easy fix. The dolly actually wasn't supposed to be included at all as I did those modifications in a few hours and hadn't followed up with much testing. I took a break from it about a week ago as I couldn't get the sliding fifthwheel to have it's full range of motion. I selected the wrong file for updating the resource and had to run with it. The dolly definitely needs more work. I'm not really sure whats preventing the fifthwheel from having its full range of motion. I can certainly stiffen the frame as I just reused stock values from the dual axle dolly. Going to see if I can spot the issues now that it's been a while. It also definitely needs some sort of plate at the base so it's not just floating there. Sorry for leaving this in there as unfinished as it is
So far I've been having a blast with this, thanks again! All of the bugs i've mentioned have already been brought up. Any plans on further expanding the enclosed cargo trailer?
Is it possible to make something like this or like make the new 34ft enclosed trailers have a gooseneck
Glad you're enjoying it! I'd like to make a taller gooseneck version with a more triangular front end. But at that point it's a brand-new trailer (even though the new widebody trailer is close to being completely redone itself). I also want to do to do a full race trailer maybe using the DryVan as a base, want this to have a second deck and liftgate which I've been experimenting with. Such things are really starting to get into standalone content though. I think I'd be willing to make some more modifications to the enclosed trailer though and save some of my grander ideas for my future independent mods. Great profile pic btw lol
More bugs: The liveries for the standard enclosed cargo trailer don't work Typo in filename: Code: cargotrailer_34 _widebody.jbeam (space before second underscore) Edit: one of the 34 ft roof seams is missing And a feature request: would be nice if the stiffer springs were available on the non-widebody 34 ft and perhaps also the standard enclosed cargo trailer
--- Post updated --- Maybe some reefer/refrigerator parts, more types of cargo, different trailer body styles by year like tanker body’s for different uses and year range body styles or different Types of logging trailers, I can give out photos of the stuff I’m talking about in case you don’t know what I’m exactly meaning
Liveries not working isn't a bug. Creating the new geometry has Original Vanilla skins for the standard trailer will be restored in the next update. Forgot to rename my skin.materials.json which made it override the vanilla trailers skin materials. Custom liveries for the widebody will not work on any other variant and that's intentional even though they appear as options. Files can be named whatever I want, that's not really a bug. Bugs affect functionality in one way or the other. You're stretching the meaning of what a bug is. I'm not entirely sure what you mean by "roof seams is missing". If you're referring to light leakage, then you would see that this is normal behavior if you compared it to the vanilla trailer. It's not one side, it's both and it's dependent on sun direction. That's a "bug" best reported to BeamNG developers. I can make stiffer springs for the 34ft non widebody. --- Post updated --- I'm going to be making a completely new reefer trailer as well as an alternative log trailer. I also have plans for other standalone trailers such as different tanker styles, flatbed variants, vacuum tanker, car transport trailer, dry bulk trailer, lowboy, cement trailer, dump trailers and more. Basically, I want to make the most feature full ATS/ETS mod/mod set for BeamNG. I didn't want to talk about this quite yet, but I get so many similar requests I might as well just say there are plans in place.
Oh sorry for all the requests for that mb but I guess it’s no biggie now, anyway I’m really excited to see progress on the trailers soon!
Sorry, I was being needlessly vague. The roof texture has evenly space riveted seams, except for the middle of the 34 ft roof; might well be intended for all I know
I'm going to be making a completely new reefer trailer as well as an alternative log trailer. I also have plans for other standalone trailers such as different tanker styles, flatbed variants, vacuum tanker, car transport trailer, dry bulk trailer, lowboy, cement trailer, dump trailers and more. Basically, I want to make the most feature full ATS/ETS mod/mod set for BeamNG. I didn't want to talk about this quite yet, but I get so many similar requests. Yes intended, no need altering UV's any more than absolutely necessary which could introduce issues. I was able to use vanilla maps this way.