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Announcing Automation & BeamNG.drive collaboration!

Discussion in 'General Discussion' started by Nadeox1, Jun 15, 2018.

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  1. Honest Nick

    Honest Nick
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    As i said - that's awesome. But, I design the car engines and entrails like an idiot, so most likely my cars will stall right in the middle of the road. ;)

    Also, i have a small questions:
    1. Mod parts will be supported to import? Like that: https://steamcommunity.com/sharedfiles/filedetails/?id=1347068365
    2. It's possible to UV-map the cars, add a working lightbars, etc? It would be allowed to create police/emergency versions of some cars.
     
    • Agree Agree x 1
  2. atv_123

    atv_123
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    I mean... technically speaking... you could export a car, then go back in the old fashioned way and add parts, modify things, so on and so forth just like we do with the ingame cars already as long as your willing to get your hands dirty in the JBeam files... I doubt they will be locked down or anything once exported. Could be wrong but I doubt it.
     
    • Agree Agree x 9
    • Informative Informative x 1
  3. corvette81

    corvette81
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    Will this be a content update at the same time or purely just the release of the Exporter?
     
    • Agree Agree x 1
  4. ConcordeLXi

    ConcordeLXi
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    I wonder how my tiny little sports car with 100HP and truck suspension is gonna handle hirochi raceway...
     
    • Agree Agree x 13
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  5. atv_123

    atv_123
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    How about we just get excited in a couple weeks and not ruin the potential surprise ;)
     
    • Agree Agree x 4
  6. TedGuijt

    TedGuijt
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    I am gonna buy this game when I get my coupon
     
    • Agree Agree x 8
  7. atv_123

    atv_123
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    Yeah... Pretty sure that both games just gained MASSIVE amounts of customers...
     
    • Agree Agree x 14
  8. Deleted member 160369

    Deleted member 160369
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    Guest

    Fantastic news, and possibly an introductory way to BeamNG modding for many.

    Thumbs up! :)
     
    • Agree Agree x 9
    • Like Like x 5
  9. ManfredE3

    ManfredE3
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    Will automation team members who are on this forum get some sort of special profile tag like the BeamNG staff does? I think it would make things a little less confusing on any automation topics on these forums.
     
    • Agree Agree x 7
  10. KèrozéN

    KèrozéN
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    Can we playing Automation's cars in Beamng without by the game?
     
  11. Nadeox1

    Nadeox1
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    See the FAQ linked on the first post.
     
  12. fufsgfen

    fufsgfen
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    • Agree Agree x 2
  13. missionsystem

    missionsystem
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    will you be able to export multiple trims as different configs, i couldnt find this in the Q&A
    still, i cannot wait as these are 2 of my favourite games
     
    • Agree Agree x 1
  14. caswal

    caswal
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    Automation Team

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    The cars from Automation are treated as mods. Although as stated by Nadeox1, will be in their own section/filters in the repository. So no need for Automation.
     
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  15. SandwichesANDmilk

    SandwichesANDmilk
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    • Agree Agree x 1
    • Informative Informative x 1
  16. zschmeez

    zschmeez
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    This is going to be amazing! I have 575 hours in BeamNG and 140 hours in Automation. I can forsee both those numbers growing prodigiously.
     
    • Agree Agree x 1
  17. SandwichesANDmilk

    SandwichesANDmilk
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    i only have 36 hours in automation but thats gonna go WAY up
     
    • Agree Agree x 6
  18. Def2004

    Def2004
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    Damn, this must be the most epic collaboration from BeamNG developers!
     
  19. Joeyfuller2000

    Joeyfuller2000
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    This is awesome! I am very surprised and amazed that something like this is possible with these 2 games. I look forward to the release of this joint-release in July. Amazing work guys!
     
    • Agree Agree x 6
  20. Nicelittle

    Nicelittle
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    Does this mean we get detailed piston and valve meshes?
     
    • Agree Agree x 1
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