OK. My bug report still stands, but for different reasons: some parts will get repaired but won't be put back in place no matter what.
I've had that issue a couple times, it is usually caused by the mounting points for the part being too displaced from damage. I'm testing a fix for it that also repairs all the nodes and beams the part connects to, this ensures the part is able to connect but tends to damage other nearby parts.
I'm watching this thread with great interest! Usually, modder with great coding skill and groundbreaking features like your mod will get offer from the devs
Hi, I ran into one problem, after I fix the front suspension on any car, the wheels don't turn stupidly, I've tried everything, nothing helps, maybe you have some thoughts?
The front suspension, especially the steering, is usually the most sensitive part when doing repairs. It’s probably just a bit of frame damage keeping the steering from fully attaching. You can try fixing the frame with the “Deep” option turned off, but that will sometimes damage other parts. I’m working on a new option that also repairs the mounting points of parts which mostly fixes the issue, though it can occasionally cause other parts to break similarly to repairing the frame.
Excellent mod and excellent progress I love it! One thing to add to the wishlist if possible is to preserve the engine thermals and engine damage when repairing the car. Apparently if you have a rod knock or overheating issue, it will be reset if you repair a part or load the car from a saved state. Thank you so much for this mod!
Good stuff. Imo career mode (and mods) really need this - would make it more like "owning a car". The fact that you can't repair a part because the part it connects to is too damaged seems realistic enough for me. The fact that other parts can get damaged or broken when trying to fix something isn't too wrong either. (Just realized while typing you've pretty much done this already -> Idk if this is in line with what you are planning/doing but if this could be added to career (or freeroam map) as a type of facility (garage area) where you can work on your car would be awesome.) Another thing that annoys me in career (RLS mod, but I'm sure it's in vanilla too) is that tire wear does not save. I think this is connected to what mehio mentioned about engine damage tho. Could the individual part saving fix this too?
Currently the only things being saved are node/beam positions and fuel levels, I did look into saving engine fluid levels like coolant and oil, but there is no easy way to access those globally. I didn't consider just doing the engine damage at the time but looking at it now damage states for things like rods and bearings can be saved the same way career mode does. In theory I can also enable the odometer and use the partCondition extension to save mileage wear too. I did do some tinkering with getting a custom repair menu working on the computer in the garage, but I had some problems with the new UI framework and decided it would be easier to make it a UI app. For V3 I am working on a new repair menu that mimics how the part selector in career mode works, it allows you to select multiple parts at once, displaying the repair cost and charging the player if possible. As for saving tire wear, Tyre Wear and Thermals Redux does not appear to have a way to save damage without modifying the mod itself. This is probably why RLS doesn't save it too, but I have been working on a different node based tire wear concept that does have support for saving and loading damage along with other options. https://www.patreon.com/posts/beamng-node-tire-141176001
im late to reply but you were right and i had the wrong version, thank you so much this mod is great! im excited for V3! thank you for your hard work!
Thanks everyone for all the support and feedback, V3 is nearly complete and will be releasing hopefully within a week. Along with the new UI comes a lot of changes under the hood, one of the biggest being support for the partCondition extension. This is the same system used by career mode to track mileage and simulate wear on older vehicles, but it can also save internal damage states for parts like the engine and gearbox. With this, saving and loading damage should be nearly one to one (even things like gearbox synchronizer damage), and the vehicle’s odometer will also now accurately track and display your miles.
I noticed a new bug: using the tool breaks the vehicle's color. If you change the color and then use the tool, it resets to what the preset uses and can no longer be recolored.
That is kind of a bug, the mod utilizes the partCondition extension that already exists in the game for saving things like engine damage. However paint color is also managed by partCondition and overwrites the current colors with whatever was saved. I haven't tried it but in theory you can repair parts after painting the car to override the color.
I did some testing and it seems that the live paint system in freeroam does not update the paint in the live config until the config is saved or the lua is reset. This causes problems as the partCondition extension only grabs from the live config, immediately overwriting the old color without allowing it to save. You can try the Vehicle Parts Painting mod as it doesn't seem to have that issue, otherwise it seems I am unable to fix it without disabling partCondition functionality.
Hi, I wrote in the YouTube comments about "When saving damage or repairing any part, Beamng shuts down my car and displays an error this only happens if the car has a stock intake." I couldn't leave the error code in the comments, so I'm posting here. Here are some of the lines that beamng tells me when I get this error. There are actually a lot of them, and I don't know which one specifically I need to provide. ***FATAL LUA ERROR: lua/vehicle/powertrain/combustion Engine. lua:987: attempt to call field 'setPartCondition (a nil value) Stack Traceback >> START >> (1) field C function 'setPartCondition (2) Lua method setPartCondition' at file lua/vehicle/powertrain/combustion Engine.lua:907 device table: 8x8Tcdce825628 (compressionBrakeCoefDesired:8, slowIgnitionErrorInterval:5, connectingRodDamage Threshold: 2800000, subsystem string|12): "turbocharger odometer number: 8 integrity number: 1 Visual number: 1 (temporary) = nil (*temporary) = number: 1 (*temporary) = number: 0 (*temporary) = number: T (temporary) number: 1 (temporary) = string [21]: "jbeam:beamDamage:3034 (temporary) = string[1]: " (*temporary) = number: 6 (*temporary) = number: 6 (*temporary) = number: 8.83 (*temporary) string[54]: "attempt to call field 'setPartCondition (a nil value)" (3) Lua field setPartCondition' at file lua/vehicle/powertrain.lua: 1827
It appears that the intake is attempting to call setPartCondition for a turbocharger and then fails because the intake is not a turbocharger device. The modded vehicle probably mislabeled a stock intake with the "turbocharger" tag in the jbeam. I did also notice that the line numbers for the lua do not match up exactly with mine, it is also possible the car mod changes the combustionEngine.lua, but this is unlikely. If you provide the mod I can give you a more definite answer, but there isn't much I can do to fix it other than disabling the partCondition extension (I will probably add an option to toggle it in the future).
I found the issue, its actually a problem with the exhaust. The mod author mistakenly put the "turbocharger" tag on the default exhaust, causing problems with the partCondition extension when there is no turbo present. You can fix this by putting the attached file in the "vehicles/e60bbn" directory, or just use the dual exhaust as it does not have that issue.
Mod support is always a bit of an issue, I assume. Humans not being telepathic doesn't help since neither knows what the other is going to do.