Hey modders, I was wondering if you could help me and figure out why this is happening (video below) Is it something to do with my pressureGroups? Please explain P.S. All JBeam is mine, do not publish without permission.
Pressure Group triangles need to be located at every point on the boat that is going to float on the water, otherwise some strange stuff begins happening. Judging from the video and what little I could see of the JBeam, it looks like you only have pressure group triangles located around the bow, so only the bow will float.
Sorry, didn't look that closely. Admittedly, I've never worked with quads. Just remember that you will have to add pressureGroup coltris/quads to every surface that will contact the water, even on it's edge. Your video didn't have collision triangle debug activated, but that would be extremely helpful for diagnosis. Edit: Here's a little graphic showing how I JBeamed the hull of the Pembroke. Buoyancy is treated as law, so a false bottom is necessary to keep the boat/ship from angling up on the underside of the hull. Note the Pressurized walls extending up from the waterline. Also note that boats and ships in BeamNG need to be properly balanced. If the ship is front- or rear-heavy, it will accelerate in the direction of the excess weight.
Thanks, and here's another video for further investigation (if I don't figure it out) - - - Updated - - - Good News: I got it to float! Bad News: It spazzes out when it's turned sideways or upside-down (Only floats right-side up)
My best guess would be that the deck coltris/quads need to be included in the pressureGroup, that should make the entire boat one completely contained buoyant object. Bear in mind that sinking is not currently supported with buoyancy.