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Hey modder folks! A question that I can't find documented anywhere, and would be really helpful for some Aero improvements to Automation. We...
Yeah, basically this. Our tech artist Jaye is... yeah... she's a wizard. I'm honestly amazed it works at all, and I can tell you it was...
Yup, because Automation doesn't have a system for designing interiors, and dynamically building interior meshes that work well in every car body...
Right now we're mostly working on the Campaign mode for Automation, but we're doing a few bugfixes and tweaks to the exporter along the way to...
What's happening when you try to?
It was a minor miracle (and a lot of work by people smarter than me) to get it to even get workable cars in the state they are now. Dev quality...
We basically built the early version of the Automation exporter, then came to BeamNG and said "Hey check out what we made, can we get some help to...
Well, I can confirm as the owner of the car that it felt pretty damn similar in BeamNG to the actual Autocross, and that most of the...
Yup, I fixed that a few weeks back, next Automation patch should fix it
So to be clear, the 2nd problem is that the front wheels seem to be vibrating when driving, yes? I'm not sure what you mean by "shave out" there,...
Well true! But it's complex enough that it probably only works 95% of the time. :P
I'd say its worth it if you want a car design sandbox, and a way of experimenting with car designs in BeamNG. In that respect it'll give you an...
Err, no it didn't, we don't have the stuff to support that in Automation exports yet.
Investigating today, looks like we do indeed have some spring rate (too hard) and damping rate (too soft) issues.
Wait, so it's double wishbone gaining camber? The front under compression do you mean I assume?
Not sure, possibly a little. Right now they use a lot more GPU though, but we are (today in fact) working on dropping the poly count of exported...
It kinda was the hardest thing in the world, and jbeams do change with every little modification hahaha
Yeah, we're aware of those options there, as we're working with the BeamNG physics devs, but it's still a damned hard problem to get right it seems!
Yeah, Aero is like, impossible to export correctly, we do our best, but because Beam does it so based on the actual mesh it's super hard.
Kind of! That was when I was left alone on a weekend months ago, before we started officially collaborating on the level. Decided it needed...