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A guide for making Tires/Wheels?

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Kirakat, Feb 5, 2018.

  1. Kirakat

    Kirakat
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    Joined:
    Jul 24, 2013
    Messages:
    120
    I've searched forum, Google, Youtube, the wiki, Everything I could think of to find a guide on how to complete a DAE file for a tire. I'm in abit over my head
    If there is no guide,
    After exporting the file from blender How do I set up the tire to appear in game as a universal tire for lets say, 17x9 inch wheels.
     
  2. SebastianJDM

    SebastianJDM
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    Joined:
    Apr 9, 2017
    Messages:
    856
    If you're making a tire that just looks like a standard tire, and has a size that is already in the game, you can copy the .jbeam of an existing similar tire and edit the values. For example:
    "tire_R_255_40_18_race": {
    "information":{
    "authors":"BeamNG",
    "name":"255/40R18 Race Rear Tires",
    "value":480,
    },
    "slotType" : "tire_R_18x10",
    "flexbodies": [
    ["mesh", "[group]:", "nonFlexMaterials"],
    ["tire_01f_17x9_25", ["wheel_RR","tire_RR"], [], {"pos":{"x":-0.50, "y":0.0, "z":0.0}, "rot":{"x":0, "y":0, "z":0}, "scale":{"x":1.11, "y":1.04, "z":1.04}}],
    ["tire_01f_17x9_25", ["wheel_RL","tire_RL"], [], {"pos":{"x": 0.50, "y":0.0, "z":0.0}, "rot":{"x":0, "y":0, "z":0}, "scale":{"x":1.11, "y":1.04, "z":1.04}}],
    ],
    "variables": [
    ["name", "type", "unit", "category", "default", "min", "max", "title", "description"],
    ["$tirepressure_R", "range", "psi", "Wheels", 30, 0, 50, "Rear Tire Pressure", "Relative to atmospheric pressure"],
    ],
    "pressureWheels": [
    ["name","hubGroup","group","node1:","node2:","nodeS","nodeArm:","wheelDir"],
    {"disableMeshBreaking":false,"disableHubMeshBreaking":false},
    {"hasTire":true},
    {"enableTireReinfBeams":false},
    {"enableTireLbeams":true},
    {"enableTireSideReinfBeams":false},
    {"enableTreadReinfBeams":true},
    {"enableTirePeripheryReinfBeams":true},
    //general settings
    {"radius":0.33},
    {"tireWidth":0.235},
    //tire options
    {"wheelSideBeamSpring":11000,"wheelSideBeamDamp":25},
    {"wheelSideBeamSpringExpansion":501000,"wheelSideBeamDampExpansion":25},
    {"wheelSideTransitionZone":0.12,"wheelSideBeamPrecompression":0.98},
    {"wheelReinfBeamSpring":51000,"wheelReinfBeamDamp":85},
    {"wheelReinfBeamPrecompression":1.0},
    {"wheelTreadBeamSpring":281000,"wheelTreadBeamDamp":35},
    {"wheelTreadBeamPrecompression":0.99},
    {"wheelTreadReinfBeamSpring":281000,"wheelTreadReinfBeamDamp":35},
    {"wheelTreadReinfBeamPrecompression":0.99},
    {"wheelPeripheryBeamSpring":181000,"wheelPeripheryBeamDamp":25},
    {"wheelPeripheryBeamPrecompression":0.99},
    {"wheelPeripheryReinfBeamSpring":141000,"wheelPeripheryReinfBeamDamp":25},
    {"wheelPeripheryReinfBeamPrecompression":0.99},
    //general tire values
    {"nodeWeight":0.19},
    {"nodeMaterial":"|NM_RUBBER"},
    {"triangleCollision":false},
    {"pressurePSI":"$tirepressure_R"},
    {"dragCoef":5},
    //groundmodel friction multipliers
    {"frictionCoef":1.3},
    {"slidingFrictionCoef":1.3},
    {"treadCoef":0},

    //advanced friction values
    {"noLoadCoef":1.46},
    {"loadSensitivitySlope":0.000162}
    {"fullLoadCoef":0.46},
    {"softnessCoef":1},
    //deform values
    {"wheelSideBeamDeform":17000,"wheelSideBeamStrength":22000},
    {"wheelReinfBeamDeform":101000,"wheelReinfBeamStrength":101000},
    {"wheelTreadBeamDeform":12000,"wheelTreadBeamStrength":16000},
    {"wheelTreadReinfBeamDeform":12000,"wheelTreadReinfBeamStrength":16000},
    {"wheelPeripheryBeamDeform":101000,"wheelPeripheryBeamStrength":101000},
    ],
    },
    I'm not an expert at this, but I think the "groundmodel friction values" is what you mostly want to edit. "frictionCoef" should be the overall grip of the tires, "slidingFrictionCoef" should be the tendency for the tire to achieve grip when it doesn't have it, and "treadCoef" should be the amount of grip it would have offroad. "treadCoef" at 0 is a slick tire, 1 or more is a chunky offroady kind of tire, which should have fairly good grip in mud. Anything in between is more normal. Sportier tires will have lower "treadCoef" and higher "frictionCoef" and "slidingFrictionCoef". Rally tires will be somewhere in the middle, maybe a .75 for "frictionCoef" and "slidingFrictionCoef" and a .6 or something for the "treadCoef.
    Other than that, the advanced friction values can be tweaked, but I wouldn't mess around with that too much. Maybe small changes.

    You'll need to create a new .jbeam notepad file, inside some folders that go 'vehicles>common>tires' and copy/paste the data from a tire already in the game. Then, edit the values, name your .jbeam file something easy to recognize, and right click on your "vehicles" folder you made. Click "Send To" and then click 'compressed .zip file' or whatever it says. Once it's a .zip file, rename that to whatever you want, and put it in your mods folder.

    If you have a custom tire mode, you'll edit the "flexbodies" section to the name of your mesh in your .dae file. Be sure to include the .dae in your "tires" folder you made. For example:
    "flexbodies": [
    ["mesh", "[group]:", "nonFlexMaterials"],
    ["mytirefrom_blender_custom_blahblahblah", ["wheel_RR","tire_RR"], [], {"pos":{"x":-0.50, "y":0.0, "z":0.0}, "rot":{"x":0, "y":0, "z":0}, "scale":{"x":1.11, "y":1.04, "z":1.04}}],
    ["mytirefrom_blender_custom_blahblahblah","tire_RL"], [], {"pos":{"x": 0.50, "y":0.0, "z":0.0}, "rot":{"x":0, "y":0, "z":0}, "scale":{"x":1.11, "y":1.04, "z":1.04}}],
    ],

    Custom wheels, however, I'm not sure about. Ask @D-Troxx about that.
     
    #2 SebastianJDM, Feb 5, 2018
    Last edited: Feb 5, 2018
  3. Kirakat

    Kirakat
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    Joined:
    Jul 24, 2013
    Messages:
    120
    Thank you for the help sir, I'll report back if I have any trouble. But again, Thank you.
     
  4. SebastianJDM

    SebastianJDM
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    Joined:
    Apr 9, 2017
    Messages:
    856
    No problem, I type very fast and I enjoy helping :)
     
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