Out of curiosity. Is it possible to make a UI app they would tell you boom angle and how much weight you have on each cable and then total weight/maximum safe limit?
Hey someone on modhub called infinitemods possibly pirated the alpha of your mod and the download is still functional. I just wanted you to know just in case because as far as i know the mod is paid. MEDIA=youtube]pyGK_IlvJPk[/MEDIA] EDIT; if you dont want to check the yt link its video proof of the download working and me cancelling it quickly
This mod has already been distributed through many closed telegram channels, so, unfortunately, banning one download can do little.
Don't know how people can't even pay 6$ just to support the author for his hard work and determination
Looks like I have to mess with some mod site moderators instead of building the mod. That's why paid mods don't work and that's why the full version will have more features then the paid version.
Imo, in a situation like this, they would likely front lift and disconnect the drive shaft. Towing from the rear isn't the only option/Isn't always the best option. For instance, I recovered a crashed semi (In-game) that had a front wheel broken off and was pulling a trailer. Rear towing is an ideal situation, but is situational depending on what you're towing and what it's condition is. Hope this helps!
Я столкнулся с очень неприятной проблемой... I'm facing a very frustrating problem... The game lags a lot because of the black boxes (I forgot its name) FPS drops to 15fps, but when I remove the black box platform, the FPS goes back to 75 (my game's normal FPS) --- Post updated --- Sorry for the clumsy spelling, I'm writing from a translator
I've neatly paid the 6euros for the demo, must say really impressed by the mod. I think the underlift is long enough and the weight is just right, what you say with heavier loads they use 2. The only 2 things i have for now is indeed the fps eating that it does and maybe the turning radius i feel like the wheels should turn just a bit further. I am excited for what to come keep up the good work!
This just means you have reached your cpu limit with the rotator (black boxes). If you remove them you also remove 2/5 of all the beams and nodes so the cpu can handle it and you get normal fps.
I don't think there is much room to optimize the rotator. Or it would not be realistic. What cpu do you have?
Some parts are likely to rarely be hit by anything like the boom lift cylinders, so they don't need perfect collision boxes around them, you could just have a single beam for each cylinder and a simple collision square that goes in front of the cylinders because there isn't much small enough to fit between them so the detail isn't needed. Also the wheels on the wrecker, each individual piece of tire tread is modelled, that's insanity for BeamNG, if you could make simpler wheels and lift cylinder options that would help a bit. And just for reference, look at the 3D models of the new T-series, it has detail where needed, but like all of the dev vehicles, the 3d model is very optimised, your model is quite high poly compared to theirs. Just some ideas, I still enjoy this mod
If I remember Rigs or rods back in the day And probably now Wreckers didn't have collision mesh or flex bodies Because one modder said the wrecker is for picking up wrecks lol Also he noted that the things mentioned here about performance to realisium There had to be performance in mind I look at it this way Both is good for one if one has to run a pc to the latest hardware it would force people who pirated it out of the equation because most that pirate mod stealers don't run the expense system If I have to upgrade my pc because of this mod it's ok my still running a gtx 980 with a 11th gen i9 It's time for me to build a new rig Who know maybe beamng next version update will use more threads and cores efficiently One can only hope
I'm just looking for that little bit of extra room so it can be done if needed (none of this specifically needs to be entirely realistic btw).
So you can tow the buses decently close to how they would IRL. If you take the under reach and find a couple of nodes on the frame of what you're trying to tow, you can extend the under reach to those nodes, and using like 40% strength, you can couple the frame nodes to the under reach nodes, and it works amazingly. It honestly feels more stable than a wheel lift Imo. Heres some screenshots to show how I did it. I kind of think that maybe having a different option for the under reach where you can change it to Frame Forks, or even U-Bolt Cups, and have it so that you can connect that way. Generally that's how its done IRL. However, I'm not a modder and don't know the logistics involved in making something like that.
Also FunPhysics you should change the title of the thread to add [paid early access] so people know its available because WIP means not released yet, maybe change to WIP beta released
I don't think the 3d model or modeled wheels are the problem, I'm using 8 year old GTX1070 and its giving me 60 fps with High settings, dynamic reflections on and lighting on ultra. It's the CPU. I could free some beams or nodes from the cylinders but I don't think that would make a noticeable difference. I did free some up from the side outriggers.