well wilst this tutorial is INSAINLY usefull i need just one simple thing, how the heck would i8 add a front dif to the Civita Bolide? the reson i found this thread is that i found the bolide pritty well shit so i whanted to mod it a bit, mainly make a 4WD option, and this tutorial has kept me buissy the last few days modding the Covet and the Moonhawk and having fun, but the question remains seing as the bolide doesnt have a diff part in any code iv found i dont know how one would do this... so if anyone knows id like to know.. - - - Updated - - - right click the beamng tag in your library ang select "propertis" then go to the local files tab and press "browse local files", if this is to easy you could always find your steam instal goto the download library your currenty using and find the common folder, in there are folders for all your games installed via steam, find the one called BeamNG.drive clickm it and bam, there are your files anyway haop this was helpfull
I've read through this thread, and been playing with the JBeam files for a couple of days now, GREAT STUFF! I'm very, very impressed with the tuning capability we have in this game, and the way that the properties in the tuning files relate rather sensibly to real-life component properties. Now I have two questions... 1: Hanyone gone more in-depth than the frictionCoef and pressurePSI for tire tuning? Specifically I'm talking about the //tire options and //deform values, such as "wheelSideBeam", "wheelReinfBeam", "wheelTreadBeam", and "wheelPeripheraryBeam" Spring/Damp/SpringExpansion/DampExpansion/Deform values. After doing the usual "making the cars faster and more stable", I wanted to see how the physics engine supports doing wheel-stands, and found that using the frictionCoef and pressurePSI alone to tune a drag slick will just result in a racing slick with unrealistic amounts of lateral grip. But using these values I was able to soften the tire down, so it wrinkled under hard acceleration, provided less directional stability, and lateral traction far below it's forward traction. Only problem is, I know I'm softening the tire, but otherwise I don't really know what I'm doing well enough to actually tune it to a certain type of tire, or to tune for certain desired results. 2: My quest towards tuning a drag slick would be much easier if reloading the vehicle after changing a file actually worked. But for me it doesn't. If I reload the car after changing something, it just freezes. If I exit to the menu and then back into a level after changing something, it will freeze as soon as it starts to load the vehicle. Am I doing something wrong here? It's not an issue with the files themselves, as the game works perfectly if I completely exit BeamNG and then start it again. I think that tuning cars in BeamNG may actually completely ruin the joy of tuning cars in traditional racing sims for me, lol.
Hi! I am having issues where after I re-zip my files, they are no longer read by the game. For example, I wanted to change some of the van's engine aspects, so I unzipped the folder, moved the original out to another place, rezipped the modded files without changing the anything else, and it wont show up anymore. Help?
How do i even start help! - - - Updated - - - Guys i really need help watch this vid - - - Updated - - - Guys i really need help
Omgad thanks i was looking at mods and seeing the transmission and i was like WTFFF!!! i was sooo mad like GAME WHY U NO SHOW AAA and u came and saved the day
How can i add front differential on the 200BX? i cant seem to find differential options from engine or the suspension files.
I have found the files and I open them and can browse the .jbeam files in notepad++, but i cant edit them. Has anyone else had this problem?
best question of all, how do i make the center/front/rear differentials truly locked, if you do your own testing with anything that offers a locked diff, its not really locked, more like limited slip, try turning the wheels slowly, you will see what i mean, some times only the front tires turn, sometimes only the rear and i can get just one tire turning, not good for my rock crawler i still have not seen anything truly locked even with this setup "differentials": [ ["wheelName1", "wheelName2", "type", "state", "closedTorque", "engineTorqueCoef"], ["FL","FR", "locked", "closed", 2000, 1] //["RL","RR", "locked", "closed", 500, 1] //["RL","RR", "locked", "closed", 0, 1] //center diff ["FL","RR", "locked", "closed", 2000, 1] ["RL","FR", "locked", "closed", 2000, 1]
Can you show where you found the files? I tried to modify the Sunburst and I copied it and edited THAT one not in-game. I loaded it as a mod and now the vehicle won't load unless I get rid of the mod. What did I do wrong? All I did was modify a sunburst_engine.jbeam file. Was that wrong?
Okay, okay, I've been reading it, but since i'm a noob at this game I really don't know what to use to mod the cars. I opened up a modded car's .zip file (modded car is a bora) and I don't know what to open in this .zip file. I can open .dds files, but what do I open? what do I open it with? please help! thx
Great tutorial thank you very much for that.. But.... Well.. i don't know whats wrong but i ended up with this.. https://www.youtube.com/watch?v=xMk4tpXLGG0&feature=youtu.be
Hi I am have this same issue also. I somehow got it to show up as a renamed file but the textures did not show up so I deleted it and figured I would just edit the original. Now I can't duplicate my semi-success. The way I got the renamed version to show up was to zip it, then go into the game and "mods" section, deactivate it, unpack it, repack it, and reactive it. Now when I do that the game deletes all the files in the zip folder and there is only one blank file there. I am sure I am doing something wrong. Does anyone know what? Specifically I was just trying to increase engine RPM limit and torque values if that helps. Thanks, I really hope this game grows. I have been a fan since the 'ole RoR days but have never had the patience or time to sit down and learn the details of the content editing.
This is why we need a features page so tutorials like these can stand out and be seen by more people, a ratings system on each page can keep it current by vote of the people
Im trying to make the Bruckwell Moonhawk run like a real Buick Or Oldsmobile of that era, but no matter what I do i cant make it work. I based it off the Ibishi Covet overhaul where you did it in increments of X, but altering it so it stays true to the 3 speed automatic transmission. I also wanted to make it a gas hod like a true 70's car and nothing I do to Burn Efficiency makes the MPG go down or the gas go down. SOMEONE PLEASE HELP.
That is my Problem too. :/ I changed my hatch, but on 250km/h / 155mph my wheels busted. :/ How to change that the wheels held up more? Edit: I Found the Problem for the "exploding" wheels. {"frictionCoef":1.7}, I Forget this, now my Wheels dont Explode, but my wheels fell off by 330kmh / 205mph. I think the suspension aren't strengh enough (Sorry for my Englisch, im German )
So every time i try to modify the .jbeam files, my vehicles do not load in the game. The vehicle camera loads, but nothing else. Is this some sort of safeguard the devs put in there since the new update? Where they that tired of the russian modders stealing, or am I doing something wrong?
still having the issue. This time i tried using the car before i did anything to it and the car didnt load. The camera's did, but nothing else. I wonder if its because Im using a copied version of the car instead of the original file. Thats the only thing I can think of. I should note that im also trying to modify the vehicle.jbeam file.