I think that it is simplified at start, but more work is done on exporter to bring complexity of vehicles up in a future, or at least such understanding I got when I did read the FAQ and also Automation Steam page as they have also announcement there with bit more text. They also mentioned there that when exporter update is released, BeamNG license holders will get 20% discount coupon and also Automation license holders will get same discount from BeamNG.
Yeah, but the repository will have some particular precaution, as we can imagine there will be many exports being submitted there.
This looks pretty amazing, can't wait to play around with it. Really curious to see how the jbeam stuff is handled. Also according to the Q&A the turbo simulation is only an approximation instead of using the turbo system in the game, whys that? It seems like it can handle all the other features without problems.
Trust my word, it is _difficult_ to calculate, I have been trying and trying, I have it very close, but still not quite there. There is lot of variables, even temperature of map has some effect, so to get calculated it accurately is a challenge. I'm at 10% error marginal currently, that is taking torque curve from real world data, inputting it into spreadsheet and in game it is within 10% when you have compressor map and exhaust power tuned right, to get those tuned automatically, boy that will take bit higher level mathematics than I'm willing to do. Update: Actually I'm quite curious of how far or close this good approximation from Automation to Beam turbo torque curve will be and will I be able to match it decently close as then it might be that there is no way to get better spreadsheet than what I have now.
Haven't said there won't be https://www.beamng.com/threads/announcing-automation-beamng-drive-collaboration.55420/#post-874747
I just saw this announcement thanks to Sithhy... I am fangirling so much right now!!! Holy crap... ha..haha... this is the most fantastic thing I have seen in years!
Oh my god. YES. I was thinking about getting that game for so long. Now i dont need to think about it anymore !
All is cool and good, but I want to ask about the body panels on the exported cars. Will we be able to remove some body panels off them, or will it be just one big body?
Well in the video you can see at least some parts are removable, I don't think it would be too much of a stretch to imagine at least bumpers, mirrors and spoilers being removable. Stuff like doors etc very likely won't be as they have no interiors or any door jambs.
Yes, modded Automation vehicle should be exported fine, unless they have some really particular/rare materials.
My guess would be if you could load them up in the newest automation update, then yeah, they should convert. Edit: Got sniped by Nadeox1
JBeams, JBeams. They are fun, took a long time to get them stable and reliable from cars that weight ~500kg to ~3500kg. I have learnt a lot, with a lot of help from the BeamNG staff. Especially Goosah. The Turbo sim being an approximation. Is our Turbo model/simulation vs BeamNG's Turbo Simulation. Our final engine data is a complete final at the crank Torque curve. Where as BeamNG is effectively an NA Torque curve with a boost curve applied. So I turn our engines back to NA, fix any issues (like tuned too rich for NA), get the NA Torque curve, mix the previous boost curves with it and any restrictions to boost due to design choices. The final result in BeamNG is a good approximation, but not an exact match to the data you see in Automation.
Great part is that nothing stops you from making doors open, building interior etc. so even if exporter would not make all parts separate or glass to break at the beginning, you can quite easily improve from what was exported. That is great freedom of these games.
Just one big body. Certain fixtures like mirrors, wings can be broken off. But our bodies are just one big mesh.
Will all of the car badges in automation now have correlating fictional brands, or do we still have to make our own to name the cars?