Re: AT-TE Remastered I think that there might be some error in the structure of the file, some missing [ or ] or other similar things (make sure you are not using { } for cameras internal, and that you are closing the section properly at the end with ] ). Seems like beamng is having problems reading/structuring the file, so some lua stuff stops working properly. Make sure the cameras section looks like this : Code: "camerasInternal":[ ["x", "y", "z", "fov", "id1:", "id2:", "id3:", "id4:", "id5:", "id6:"], //cameras and stuff ], If still you can't solve the problem post the jbeam section here, and/or look at the console for more details, there's usually an error message there telling you what failed.
Re: AT-TE Remastered I am astonished, this and the AT-AT are my favorite Star Wars vehicles! I am really excited!
Re: AT-TE Remastered This mod is going to be even better than the previous one! My only personal downfall with the original AT-TE was the twistable midsection...it worked really well up to the point that you need to offroad through a ridiculously tough area, and you proceed to do so...but your rear end has no limit to the amount of twist you can have, and one of the huge bumps in the road flips the rear end over while your front end is still upright. This leaves the vehicle totally undriveable until respawned...if there was a limit to the amount of twistability and bendability the midsection has, this would greatly improve the stability in these kinds of situations as it still allows them to twist for better offroad capability, but at the same time you aren't left useless by one entire half of the vehicle as a result. If the midsection already has a limit to how much it can be twisted, perhaps there is a way to make the limits much more strict for the BeamNG version you are creating so it cannot be easily overthrown like in the Rigs of Rods original vehicle. On top of that, the only other issue I ever had with it was a strange missing dashboard texture that I'm guessing you've already fixed, possibly even in the original version already.
Re: AT-TE Remastered This one has a selectable flexible, or fixed connection in the parts configurator. Even the flexible one is more stable than the original from RoR. It also had some common suspension problems which i am hoping to fix in this version, although i am deliberately not trying to make it indestructible. Actually, the thing is very close to release, all i've left is fiddling with some physics parameters. I might need a little help with engine parameters, as i really dont know in detail what all those settings mean, all i can do is basing off of other vehicles. My main problem is, that i can get the vehicle to move a LOT faster in manual than automatic setting, which kind of indicates to me that the automatic transmission is very unoptimized. Someone experienced with the kind of stuff?
Re: AT-TE Remastered Oh man I can't wait for this to be released! I absolutely loved the original version in ROR, I drove it all the time! Will this version have those neat blue lights on it as well? (those always looked cool in the night)
Re: AT-TE Remastered You might just have bad shift points specified if auto is taking awhile to get upto speed.
Re: AT-TE Remastered Works nice, just need collision triangles on the wheels (imported from here) Also you have 2 of the same views
Re: AT-TE Remastered Holy shit the AT-TE from ROR. I completely forgot about that. I love you man, I love you.
Re: AT-TE Remastered I mean collision triangles so that ground objects can collide with the center of the wheel.
Re: AT-TE Remastered Thanks to Dummiesman, wheels now have collision triangles, and are also more properly organized in parts selector. Please re-download the vehicle if you got it before this post. (Don't worry, no driving characteristics changed at all)
Re: AT-TE Remastered Just downloaded it and it is awesome!! Crushing cars with the Heavy Terrain version is so much fun!!