Trying to learn crash mechanic on sandstorm. cliff test before weakening (2300 deform) cliff test after weakening (1500 deform) Glitchy town right there, the interior is not where they should be. Please ignore the steam popup photobombing lol.
How do I make an engine drown? Everytime I release a vehicle it is always drown resistant and I always tried to make the thing drown but failed. I dont know what I am missing. Any help on it?
Why you have two "isExhaust" nodes? I don´t know if it causes the problem but you should have only one that node which is "start" of the exhaust pipe chain. Other are defined by beams with "isExhaust": true.
Define a engineGroup of engine nodes for the intake. Once the nodes in this group get wet, water will start flooding the engine. Then add: Code: waterDamage":{"[engineGroup]:":[engine_intake"]} (engine_intake being the name of your engineGroup) in a engine{} section of your vehicle main file (doing so will activate flooding on any engine for that vehicle, provided the same engineGroups are defined): Code: "engine":{ ... "waterDamage": {"[engineGroup]:":["engine_intake"]} ... }, --- Post updated --- Just noticed your attachments. Everything seems to be correct. Are the nodes in the group exposed to water damage by any means? Maybe try assigning intake nodes to a single engine group? --- Post updated --- Can I test it? I'd like to help you with this.
mazda mx5? --- Post updated --- maybe make a bobber? a heavier bike with more handling but a wider steering angle
Měl by jsi té škodovce založit vlastní vlákno. You really need to start it's own vehicle thread for this piece!
Nope, I'll give away a little answers that 1 or 2 are correct that its related to. a. ariel atom b. caterham c. 2 seater formula 1 d. a giant 10 wheeled big rig monster truck \ or e. a go-kart Obviously answer d isnt right, but would be awesome. Someone make it a thing.
Yay ! Finaly ! This plate work ! After all not that hard to do ! Also, new stuff on the map : New dirt road
This is just a blender render that I quickly Photoshopped into BeamNG to get a general idea of how it would look. Think that the dash clusters need sliding up the dash a little. Things do look a little weird due to mismatching FOV's and angles and so on, but it does the job.