Unsolved Adjust wheelbase for meshlap?

Discussion in 'Mod Support' started by Pixel2, Oct 14, 2022.

  1. Pixel2

    Pixel2
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    Starting with the Vivace, how do you shorten the wheelbase for a meshlap?
     
  2. Phaien

    Phaien
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    in the wheels.jbeam file (mostly under /beamng/content/vehicles/common/vehicles/common/wheels/wheels_5lug)
    you have to change "y" coordinate. I marked it here in the photo
    You also have to move the nodes (second picture) to the exact same value you changed in the "flexbodies"
     

    Attached Files:

    • screenshot_06112022.jpg
    • screenshot_06112022-2.jpg
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  3. floz

    floz
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  4. akemi

    akemi
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    nodeoffset is your best friend. moving suspension in NBE requires you to edit the mesh, and as mentioned is overally just a buggy, dated program. while nodeoffset moves the mesh natively. (although, if you're replacing the suspension meshes you may have to move it to the vivace's original suspension position) wheels.jbeam is just completely wrong, you shouldn't be overwriting anything, let alone in common (as this affects all vehicles). everything subsectioned under the suspension (struts, steering, ect) will be moved automatically as well.

    i've moved suspensions before. here's an example of how that looks:
    upload_2022-12-12_0-1-4.png

    what will not be moved automatically is the wheels themselves. the position of those are determined separately in the hub jbeam. you'll have to do some math to find the exact position. it's adding or subtracting whatever the base value is with the value you put in the front suspension node offset, iirc. depends on which way you're going, i don't remember exactly as it's been a while.
    upload_2022-12-12_0-0-26.png
     
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  5. Pixel2

    Pixel2
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    Thanks for the info
     
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