Separate names with a comma.
[ATTACH] [ATTACH] Having fun with 45HP :) Rear bumper, hatch and doors are in.
[ATTACH] [ATTACH] [ATTACH] Body-in-White turning out quite well! Next step is gonna be the suspension bits, motor and hopefully the interior.
[MEDIA] Furthest I've ever gone in vehicle creation in my 15 years of RoR & BeamNG. Guess the car if you can :) Think of it as the 2CV's electric...
Turns out the loop wasn't working since I buried it within one of the functions of my lua file..... the loop you posted earlier worked like a...
Hi y'all, it's me again..... I'm trying to use the obj:getBeamLength() (thank you @Agent_Y) function in a lua script to log the length of a...
I'm actually using this mod right now; combined it with my own FSAE car mod and it's working 100%. I'm planning to use it to log g-force data and...
[MEDIA] Development continues on the FSAE car. The motion platform allows for a comparison on how the in-game vehicle performs VS real-life...
[ATTACH] Battery fire or smoky burnout?:p
So the beam name approach ("name":"damper_FL") seems to be a dead end. The loop doesn't seem to be able to find the damper's beam, and the cid...
I see, no wonder the LUA didn't throw out any errors when I put a random number in the cid field. I tried putting 1 just for giggles, it ran with...
Another quick question: So I'm implementing the Obj:getBeamLength(cid) function on the front left coilover of my vehicle, but I'm having...
Thanks so much, gonna give this a look
Hi y'all, So I'm trying to develop an UI app to display the displacement of a coilover in real time; a coilover is just two nodes joined together...
[IMG] Still need to add the spinning driveshaft bits though
[IMG] I renamed the rear_chain to driveshaft_r, again identical with the pickup and semi. The powertrain system is also working flawlessly, with...
I tried renaming my powertrain and func to driveshaft_r, which is the same as the pickup and semi. Sadly it still doesn't move......
Hello, I've added a chain-driven differential to my FSAE car and defined it in the prop section of the JBEAM file. It shows up in-game properly...
[IMG][IMG] [IMG][IMG][IMG] The emperor has thrown away his new clothes. Top pic was taken last night, all the new mesh parts were added today....
SOLVED! It turns out that since the DAE file was initially made in Solidworks, the model wasn't positioned at the origin when it was imported to...
Hello, [IMG] I'm trying to use stock BeamNG wheels on my FSAE car mod, and as the title suggests, the trackwidth is correct, but their positions...