Separate names with a comma.
Actually, the rotators in BeamNG are quite different from RoR, not really useful for the same things. BeamNG rotators are like custom wheels...
It's set per map. Open level editor with F11, Object Editor mode with F1, then find theLevelInfo (it can be called something else) in the Scene...
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Get some blueprints of a similar real vehicle. No need to follow the blueprints, but you'll get much more realistic scale and proportions if you...
Seems to work with this format: {"group":["UprightFL","SuspF1"]}
Pitch and roll are currently set to arrow keys, or whatever the controller has for throttle/brake/steering. The rest of the controls are not that...
Hydros use the input sources you see in electrics debug, so you can't just assign a key for them (as far as I know). More sources are planned,...
I guess I should post about some of these before someone else claims to have the first [vehicle type] in BeamNG.. :D I have a nice lineup of...
Try adding a differential with 0 engineTorqueCoef to the front axle of a RWD car. It acts a lot like traction control since it stops giving power...
It's always a compromise between resolution and size. Larger than 4096 pixel heightmaps probably would not even run on most computers, so I think...
You could use "Export Terrain Heightmap", then in some image editor double the resolution (up to 4096 pixels) of the heightmap and alpha maps it...
I think it would look a lot more like moon if the sun color was whiter and ambient light nearly black.
It looks overscaled, or is it that big on purpose? From the grid in the first pic, about 2.5 m wide. Ok for a trophy truck, but I'd keep the body...
Are you using blueprints? The proportions look odd, long and narrow. Good blueprints would help make it accurate. Bad blueprints (with...
Add a "flexbodies" section to it, looks like it's needed even if there are no meshes.
Put the new parts as "default" in the slots section in each jbeam, so there's no need to choose the preset every time.
You can try setting "collision":false or "selfCollision":false for the nodes and see if it helps with performance. "collision" is the node...
That kind of grass is done with Ground Cover objects. If you still have the old objects left, maybe you have to change the layer to the new...
Nice to have this type of vehicles. Something to compare to, as I'm also making a sort of trophy truck and a map suitable for these. This...
See beamng\lua\groundmodel.lua for the available groundmodel names ("BeamEngine:setGroundModel"), then change the names of the layers in terrain...