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I don't know about the decal road length, but I would measure some part of the track in Google Earth or something, then compare to the coordinates...
Yes, setting the gamma slider to lowest seems to do that.
You mean the torque curve in debug? It does calculate the power correctly from your torque values, but it doesn't take friction and braking into...
BeamNG uses newtonmeters as torque unit, did you convert the "232tq" to Nm? Engine friction and braking are reduced from the power even at full...
I think the resolution is limited to 4096 pixels for now, even that is a recent addition to Torque. Bigger resolution would likely need paged...
Open the terrain object in the editor and change squareSize. That will only resize the ground, so you'll have to replace everything else. You...
Re: 1963 - Chrysler Turbine Car *ENGINE* code From this page: http://www.autospeed.com/cms/article.html?&A=108220
Re: 1963 - Chrysler Turbine Car *ENGINE* code I haven't tried this code yet. I know it wouldn't do much without proper gearing, but a 3 speed...
Re: 1963 - Chrysler Turbine Car *ENGINE* code Looks quite close to the values in my turbine cars. I used a sound sample from some other game so I...
Ground effect is not simulated in BeamNG, so that would have to be faked some way. I would probably do it with two or four fans with variable...
It should update the collision meshes (at least ground, probably objects too) when you turn off the editor.
You can see the flickering even on small maps if you move the camera up high enough. 4x4 km is ok if you don't fly high, 8x8 km if you don't mind...
I'll update the map later. The current version is just a couple of hours of work and has some issues. I'll make the edges of the flat area more...
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While there is no hard limit for terrain size, big maps have an annoying flicker between meshes that gets worse as you move away from the origin...
I tried making a simple car crusher, just two surfaces and some slow hydros. It works well first, up to a level of deformation you see in normal...
BeamNG heightmaps are in powers of two, so crop or resize to 1024x1024. Meters per pixel should be 0.5.
The default wheels have no effect in water. A custom wheel with paddles made of submesh triangles, powered by rotators, should work. Propellers...
If a vehicle has a suitable shape and enough speed, it will stay above the surface with just the hydrodynamic lift on the surfaces. So planing...
RoR has the map dimensions in the .cfg (0.39 or earlier) or .otc (0.4) file of the map. PageWorldX/Z or WorldSizeX/Z is the physical size in...