Hydros?

Discussion in 'Content Creation' started by DirtGamer301, Oct 22, 2015.

  1. DirtGamer301

    DirtGamer301
    Expand Collapse

    Joined:
    Aug 23, 2015
    Messages:
    414
    I ran into a problem for a while now and can't find a solution.
    Following this nice tutorial (http://wiki.beamng.com/Introduction_to_Vehicle_Creation) I have to add this line for hydros:
    "hydros": [
    ["id1:","id2:"],
    ]

    Done, no problem. My vehicle loads ingame and everything, the hydro isn't there though.

    If I replace it with this code
    ["b0","b7",{"factor":0.05,"steeringWheelLock":460,"lockDegrees":25}],
    ["b0","b7",{"factor":0.05,"steeringWheelLock":460,"lockDegrees":25}],

    it doesn't work anymore, the vehicle crashes with pretty much nothing useable for me, the only error it gives me is "table expected, got string".
    I attached all needed files (I think) and tried out various different lines, copied some from other vehicles and so on, the result is always the same.
     

    Attached Files:

  2. ThreeDTech21

    ThreeDTech21
    Expand Collapse

    Joined:
    Sep 27, 2013
    Messages:
    1,616
    I fixed your code, it was missing the id string and parameters (I commented on what was missing) I also added some beam code for added adjustment. Copy and paste this code to see if it works.

    "hydros": [
    ["id1:","id2:"], // id string
    {"beamDeform":2500000000}, //beam information
    {"beamSpring":160100},
    {"beamStrength":2500},
    ["b0","b7",{"factor":0.05,"steeringWheelLock":460,"lockDegrees":25}], // hydros parameters
    ["b0","b7",{"factor":0.05,"steeringWheelLock":460,"lockDegrees":25}],
    {"beamPrecompression":1.0}, // beam information
    ],
     
    • Like Like x 1
  3. Dummiesman

    Dummiesman
    Expand Collapse

    Joined:
    Sep 17, 2013
    Messages:
    4,700
    The beam parameters aren't necessary for it to work. All you need is the header. Of course though, you will want to set them, else you'll be using whatever beam parameters that were set last.
     
    • Like Like x 1
  4. DirtGamer301

    DirtGamer301
    Expand Collapse

    Joined:
    Aug 23, 2015
    Messages:
    414
    I just used the exact code you gave me (just edited the ids to suit my n/b) but it doesn't work.
    I tried removing the "//text" because they already gave me errors earlier (idk why), but that didn't change anything.
     

    Attached Files:

  5. Scepheo

    Scepheo
    Expand Collapse

    Joined:
    Feb 10, 2015
    Messages:
    601
    // indicates a comment and everything behind it on the same line will be ignored. If these are giving you issues you've mismatched quotes somewhere. The jbeam file you've included at the top is missing commas and the log you've provided contains no information on parse errors (see if beamng.log has any). Though from what I can gather I'd guess you've been sloppy with brackets, braces, quotes and commas: take some time to make sure these all match. Keeping your indentation clean and consistent really helps with that.
     
  6. DirtGamer301

    DirtGamer301
    Expand Collapse

    Joined:
    Aug 23, 2015
    Messages:
    414
    Where can I find the beamng.log?
     
  7. Scepheo

    Scepheo
    Expand Collapse

    Joined:
    Feb 10, 2015
    Messages:
    601
    Next to the torque3d log.
     
  8. NistingurA

    NistingurA
    Expand Collapse

    Joined:
    Nov 22, 2013
    Messages:
    2,100
    In your documents folder In Documents -> BeamNG drive -> Torque3d.log
     
  9. DirtGamer301

    DirtGamer301
    Expand Collapse

    Joined:
    Aug 23, 2015
    Messages:
    414
    No, there's only a "torque3d.log" and a "torque3d-input.log". I'm using the DX9 version though...
     
  10. SixSixSevenSeven

    SixSixSevenSeven
    Expand Collapse

    Joined:
    Sep 13, 2013
    Messages:
    6,958
    Just open the console in game, it shows all parse errors, most importantly the line and column numbers....
     
  11. DirtGamer301

    DirtGamer301
    Expand Collapse

    Joined:
    Aug 23, 2015
    Messages:
    414
    The console gave me this:
    screenshot_00338.png
    It's the result from the torque3d.log I posted before, I wanted to upload this image, too, but it failed and I didn't bother trying again because I thought all information is in the log.
     
  12. SixSixSevenSeven

    SixSixSevenSeven
    Expand Collapse

    Joined:
    Sep 13, 2013
    Messages:
    6,958
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice