Solved problems with adding powetrain to old mod

Discussion in 'Mod Support' started by JBatic, Apr 24, 2017.

  1. torsion

    torsion
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    Progress! :) Sounds like it's time to copy & paste more powertrain stuff from the Pickup, eh? Are you stuck on any of that or just posting a status update?
     
  2. JBatic

    JBatic
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    a little stuck:p
     
  3. torsion

    torsion
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    I haven't looked yet, but isn't the next step just to copy Pickup diffs and driveshafts?
     
  4. JBatic

    JBatic
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    what I did I checked the engine then I triple checked the diffs and driveshafts with the pickup to make sure it matched
     
  5. torsion

    torsion
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    Hmm, it turns out that you need to add:
    Code:
        "controller": [
            ["fileName"],
            ["vehicleController", {}],
        ],
    to your main jbeam (bronco.jbeam). You can refer to pickup.jbeam for comparison.
     
  6. JBatic

    JBatic
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    will do now and now I know how to add power train to other old mods
    --- Post updated ---
    fixed that and I did some testing the issues I found are
    the console is telling me gear ratios dont match somewhere
    the front diff is only letting me pick the 3.55 open diff
    the rear suspension kills itself when power is applied
    when the transfer case is engaged the truck locks up
    and the 351 is giving me a fatal vehicle exception error
    why does everything I touch break? :mad::p
     

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  7. JBatic

    JBatic
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    @torsion fixed the gears,diff,and the truck locking up but now the front wheels explode
    well at least it is 3 major issues left as far as I can tell :p
     

    Attached Files:

    #27 JBatic, May 10, 2017
    Last edited: May 11, 2017
  8. torsion

    torsion
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    Use this file along with the previous zip, or did you mean to upload a whole new zip?

    Try troubleshooting with one of the beam visualizations on and at 100x slow motion, sometimes that helps.
     
  9. JBatic

    JBatic
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    pop it in the previous zip and will do
     
  10. torsion

    torsion
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    btw, I hadn't opened the zip from your previous post before. I suspect you packed that using the game's built-in packer. It's corrupt, but it appears that only a PNG file is damaged so it won't have a functional effect on my testing. Do not use the game's built in packer. Unpacking is fine in the mod manager, but for packing either use Win7's zip functions, 7-Zip, or some other reputable method of generating a plain zip file.
     
  11. JBatic

    JBatic
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    good to know as I usually use it all the time but I do have 7-Zip installed,but back on topic I did some testing and it looks like with any working engine/trans/diff combo an instability is created when the transfer case is connected but it does not occur when it is disconnected so idk :confused:
     
  12. torsion

    torsion
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    Do you have both differentials hooked up to the same transfer case output?
     
  13. JBatic

    JBatic
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    not sure what exactly to look for so here is the code
    Code:
    "bronco_transfer_case_4WD": {
        "information":{
            "authors":"BeamNG",
            "name":"4WD Hi/Lo Transfer Case",
            "value":650,
        },
        "slotType" : "bronco_transfer_case",
        "controller": [
            ["fileName"],
            ["4wd", {"shaftName":"transfercase_F", "rangeBoxName":"rangebox"}],
        ],
        "powertrain" : [
            ["type", "name", "inputName", "inputIndex"]
            ["rangeBox", "rangebox", "gearbox", 1, {"gearRatios":[1,2.2]}]
            //locked center diff
            ["differential", "transfercase", "rangebox", 1, {"diffType":"locked", "lockTorque":8000, "friction":5}]
            //disconnecting front shaft
            ["shaft", "transfercase_F", "transfercase", 2, {"canDisconnect":true}],
        ],
        "flexbodies": [
            ["mesh", "[group]:", "nonFlexMaterials"],
            ["bronco_transfercase", ["bronco_framefront","bronco_framecab","bronco_lowermounts","bronco_uppermounts","bronco_shocktop"]],
        ],
         "props": [
            ["func"      , "mesh"           , "idRef:", "idX:", "idY:", "baseRotation"        , "rotation"            , "translation"        , "min", "max", "offset", "multiplier"]
            ["driveshaft", "bronco_driveshaft_F", "drivf","tra2","a1l",    {"x":2, "y":0, "z":95}, {"x":0, "y":1, "z":0} , {"x":0, "y":0, "z":0}, -360, 360, 0, 0.5],
        ],
        "nodes": [
             ["id", "posX", "posY", "posZ"],
             ["drivf", 0.28678, -1.30297, 0.55971,{"collision":false,"selfCollision":false,"nodeWeight":5}],
        ],
        "beams": [
              ["id1:", "id2:", "options"],
              {"beamPrecompression":1, "beamType":"|NORMAL", "beamLongBound":1, "beamShortBound":1},
              //ref node
              {"beamSpring":10001000,"beamDamp":100},
              {"beamDeform":200000,"beamStrength":500000}         
              ["a1l","drivf"],
              ["a10l","drivf"],
              ["a5l","drivf"],
              ["a4l","drivf"],
             {"beamPrecompression":1.0, "beamType":"|BOUNDED", "beamLongBound":0.01, "beamShortBound":0.01},
              {"beamSpring":0,"beamDamp":0,"beamDeform":2000,"beamStrength":8000},
              {"beamLimitSpring":10001000,"beamLimitDamp":1000},
              ["tra2","drivf",{"name":"driveshaft"}],
    
              ],
      
            
    },
     
  14. torsion

    torsion
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    I looked over the jbeams from the zip. I think that the drivetrain portion is correct. Maybe it's something to do with your pressurewheels: https://wiki.beamng.com/PressureWheels
     
  15. JBatic

    JBatic
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    I'll take a look
     
  16. torsion

    torsion
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    After doing some looking and testing:
    1. quickly checked over pressurewheels sections and they looked ok
    2. disabled all superfluous slots on the bronco_axle_F
    3. swapped in pickup_axle_F in place of bronco_axle_F
    4. swapped in pickup_differential_F on bronco_axle_F in place of yours
    I feel pretty confident that the problem is in the front axle jbeam. The pickup axle doesn't like being attached to the bronco jbeam, but if you pop the tires to stabilize it (crank PSI to 80) it drives around just fine.
     
  17. torsion

    torsion
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    I think that the (depreciated) scaling factors should be moved out of the towhitch and into the main jbeam. They aren't what's breaking the mod, but the towhitch is not the appropriate place for them:

    Code:
        "scalebeamSpring":0.84,
        "scalebeamDamp":1.3,
        "scalebeamDeform":1.5,
        "scalebeamStrength":1.78,
     
  18. CreasingCurve

    CreasingCurve
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    A bit off topic but @torsion, is there any way to only apply those scale factors to the nodes or beams in one jbeam rather than it applying it to each and every node and beam.
     
  19. torsion

    torsion
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    Not that I'm aware of. Now that I think about it, I'm not positive about the official position on this... but I do not recommend using the scaling factors at all, period. It makes it hard to get things tuned correctly, hard to transplant parts from one vehicle to another, hard to get help, etc.

    If you need to do some tuning you can try using jbeam variables, although that isn't a complete replacement by any means.

    I've toyed with generating jbeam using PHP. Doing this allows for adjusting any number of things in arbitrary ways (eg this beamstrength is 2x of var1 and that beamstrength is 3x var1 or whatever). That's probably the closest thing to what I think you want, but it also means that you've got to learn at least PHP basics and get an environment setup (I used XAMPP to get PHP installed on Windows).

    The game could really use some more tools for this sort of thing.
     
  20. CreasingCurve

    CreasingCurve
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    I really wanted to do a weight reduction mod for every single vehicles and part in the base game but I do not have the time to spend manually adjusting each and every part of every vehicle. Even to do all the applicable parts for each vehicle (bumpers, doors, fenders, frames, hood, trunk) it takes over an hour closer to 2.
    If i had a tool like the jbeam scalers that could be applied to only the parts needed i could easily get it done in under 5 minutes for each vehicle.
     
  21. JBatic

    JBatic
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    what do you recommenced for fixing it as I am not very good with suspension. I also got rid of the scalebeam in the tow hitch,
    tells you how old this thing is because that was one of the first things I added :p
    the transfer case is a copy-paste from the pickup
     
  22. torsion

    torsion
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    Personally unless you see a good reason not to, I'd probably take a careful look at how the existing front axle differs as compared to the pickup SFA. If it's at all possible I'd make a modified copy of the pickup SFA jbeam and use that with the meshes you already have. Stuff like the spring and shock jbeams should probably remain as they are (or very close), but the main body of the axle and hubs can probably be transplanted from the pickup. Clearly the axle nodes will need to be moved around manually to get the correct width. Then offsets will need to be adjusted for the wheels etc.

    Did you simply remove the scaling stuff? This vehicle probably requires those. That's why it was suggested to move them into the main jbeam. If you want to get rid of them (not a bad idea at all!!!) you'll need to manually fix all of the values in all of the bronco jbeams. In other words if a value was being scaled by 1.3 you'll need to change that value to be 1.3x it's original amount... and do this for every value.

    Completely eliminating all of the scaling would be a smart move. It'll allow you to freely transplant parts from the pickup (which does not use scaling).
     
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