I probably wont mod the cars I port, because I'm too lazy, I'm far from that objective and I don't have enough time to do it. Oh yeah, and the first vehicle I port will be a vehicle I called the Pemo… Which is a van.
What I'm thinking is that many new beginning modders could get easier learning steps by exporting vehicle from Automation, then making new parts like for example a wing to that vehicle, learning jbeam in the process without becoming overwhelmed. One great problem in BeamNG modding is that steps are quite large to climb, especially when one wants to make a vehicle and starts from that, when starting from wing or body panel would provide much successful path to learning. Good tutorial that will make it really easy to add for example a wing to exported Automation vehicle, could help then new modder to keep spark bright and support learning by feeding right amount of information and challenge and from that we could see then much more modders reaching those higher standards.
Here's a post I did in another thread about cars I made in Automation that I may attempt to remake and port over to BeamNG.
That's interesting. I would have never thought about the wheels in all honesty being a big deal. Now that you mention it, it does make a lot of sense as to why that would be extremely difficult, but like I said, that wouldn't have been by first guess. That being said, I am guessing that the biggest deal then is just figuring out what values to use for damping, spring rate, weight (not really that hard), for both the rim and the tire? I would assume, using Goosah's test data, that you guys have some sort of curves worked out for the values that each setting needs to be for each type of beam to produce the required result that is asked for by Automation? That must be a massively difficult task. So here's another question then... do you guys just have one set setting for each type of tire in Automation right now, or do you have a dynamic solver that accounts for tire type as well as sidewall size and tire width? I would imagine that you would almost have to have the latter to be able to achieve proper tire stiffness and damping across all different tire sizes that Automation can produce.
I see that the cars have custom wheels. Will the wheels be available to be used on official cars and mods, such as the Bolide or ETK-S series? Also the guy who asked to make it free- get the game before you join forums
I guess it's time for me to fire up BeamNG again. Can't wait to drive this in such an awesome game, just haven't had time to calibrate my Dualshock recently.
About the UI, it really needs fixing for this update, and I really hope it will be fixed soon. I have roughly 100 mods installed and the vehicle selector takes over a minute to load: not really user friendly. If making a new vehicle is just as easy as pressing a button, there will be dozens of new "mods". Not only will the user download the best looking ones, but they'll also make their own ones. The user also might want some real mods, and the base content of the game is also growing.
That is not even bad, but add NOS, select adjustable shot size, then go to tuning page and try to delete value and type new value in, then you will see what true lag means, over seconds of lag. Some update loop is going berserk there is my random guess. But on topic. It is also not just so that Automation would be just for generating cars for BeamNG, but I'm quite sure that I'm going to enjoy from car tycoon game too, they will also have new game mode coming soon, so really looking forward of that. I always felt game Detroit was bit too little and Automation might be quite interesting game to give more of such. With ability test drive cars in BeamNG, there is going to be that part of Detroit added and to best of quality, so really looking forward of this side of everything too
Honestly this is one great game to be able to have, A game that is about physics models and etc. and looking back some where in 2013 when this game came out i was surprised to see a game for me for the people who enjoyed and stayed to see the updates and now to see a update that will overtake all of them. Seeing this will bring more eyes to this game i know people that play automation and don't know anything about Beamng Drive will switch and be able to enjoy both! im glad to see the devs are putting time and effort into this game and to the creators of Automation to form a team and to build together and im thankful of that Thank you.
what a great time to be alive :') seriously I'm so excited about this, can't wait to see thousands of new and customized cars! I think the real potential about this collaboration is that it gives you a starting point for your mod that is not equal to zero but you already have the model and a basic jbeam that you can improve, really I can't wait. Great job devs, your dedication and passion for this game are incredible
This is amazing! next: try to collab with brick rigs https://store.steampowered.com/app/552100/Brick_Rigs/
Good - for ideas - I hope someone makes a: 2000~2006 mercury sable / ford tortoise (had one for 6 years not one ounce of trouble, till nephew wrecked it, idiota!) 1992~1995 sable/ taurus (Bob's owned like 3 of these, get one with 3.0 vulcan engine not 3.8 essux engine) 2003 Corolla (will prob have this for 10+ years... ) Another Minivan? & a more powerful tractor for trailers full of pianos, how can I crush those pesky pianos if the truck won't go over 30~35mph when full of them?... Or can make a grand piano! Do they have those in Automation?
an exporter just like this upcoming automation update will have it so build a car in brick rigs,save it,load the exporter in brick rigs,then open BeamNG,choose any map and search in the selector,if you found it then drive it,and then crash it
I think the exporter will be useful to more experienced modders when it comes to the more technical stuff like the engine, gearbox and suspension. You could then model the car body and build it up from there, hence not stunting creativity. Hopefully this is the direction people go towards.