Question about wheel propulsion/brake

Discussion in 'Content Creation' started by Enterprise-E, Mar 14, 2015.

  1. Enterprise-E

    Enterprise-E
    Expand Collapse

    Joined:
    Mar 25, 2014
    Messages:
    26
    Hello!

    Some of you might remember me from Rigs of Rods, i used to create a few vehicles there. Now i decided to try my hand at Beamg.drive. As first project i chose to port one of my RoR vehicles over, keeping everything as simple as possible, not using any modules and such, doing it all in one file. I succesfully ported over the nodes and beams, wheels, hydros.

    I do not like to ask trivial questions, but this one got me for 2 days now, and even after searching on the wiki, and example vehicles, i cannot seem to solve it: How to get my wheels propulsed, and braked? I have set
    Code:
    {"propulsed":1},
    before the wheel declarations. I also have an engine, and a transmission copied over from an example vehicle. In the game i tried stripping out components and found that it even drives without a differential and transmission at all. But my vehicle fails to drive regardless of the systems added in. Below i attach my engine and transmission properties:

    Code:
        "enginetorque":[
            ["rpm", "torque"]
            [0, 100000],
            [500, 100000],
            [1000, 100000],
            [2000, 100000],
            [3000, 100000],
            [4000, 100000],
            [5000, 100000],
            [6000, 100000],
        ],
        
        "engine":{
            "idleRPM":500,
            "shiftDownRPM":1500,
            "shiftUpRPM":2000,
            "maxRPM":5000,
            "inertia":3.2,
            "friction":45
            "brakingCoefRPS":0.15
            "burnEfficiency":0.25
            "throttleSensitivity":0.9
            
            //transmission
            "transmissionType":"manual",
            "gears":[-3.25, 0, 3.15, 2.1, 1.36, 1.0, 0.7]
            "clutchDuration":0.35
            "clutchTorque":13200
            "viscousCoupling":5
            "lockingTorqueLimit":15000
            
            //diff
            "differential":10.00,
        },
    One further thing, don't know if it's relevant: The vehicle is capable of rolling down slopes, so the wheels themselves are not stuck.

    A few other beamng related questions:
    - How do i set up which wheels are brake-able? by adding {"brakeTorque":1000},?
    - If i am correct, there are no dedicated shocks in Beamng, rather they are simply beams with modified parameters?
    - Are there no rotators, and commands in Beamng?

    Thanks for all help, folks!

    Enterprise-E
     
  2. Enterprise-E

    Enterprise-E
    Expand Collapse

    Joined:
    Mar 25, 2014
    Messages:
    26
    I spent a few hours more tearing apart example cars. Seemed to me, that, for example, an engine needs to have a transmission as a separate slot, or else, parts configuration will be bugged. Still didn't manage to get wheels to be propulsed though, so new question is:

    What are the minimum requirements of making a driveable vehicle? What parts hierarchy is the barest minimum needed?
     
  3. Miura

    Miura
    Expand Collapse

    Joined:
    Aug 5, 2012
    Messages:
    311
    Most likely you need to add differentials if you have more than two propulsed wheels. With two powered wheels, the game auto-generates a buggy differential, but with more powered wheels and no defined differentials it doesn't know how to pair them and just leaves them unpowered.

    I'm not sure which sections are needed to make a driving vehicle, but you should add refNodes, cameraExternal and camerasInternal if you don't have them. I don't think part hierarchy matters, even putting everything in the main part should work. I haven't tried that.

    Setting brakeTorque before the wheels should make the brakes work.

    Shocks are just beams with different properties. "Commands" can be made with hydros with a different "inputSource". See the van's cargo box doors for example, they use parking brake as source. Custom lua can be used for more complex behavior for the hydros.

    Rotators are there, but they work in a different way compared to RoR. BeamNG rotators are powered by the engine, same way as wheels. They are mainly used in propeller planes and helicopters now. If you want some structure that can be turned separately and locked in place like with RoR rotators, I think it would be possible with hydros and custom lua, but that gets quite complicated.

    clutchTorque should be higher than engine peak torque if you don't want the clutch to slip.
     
  4. Enterprise-E

    Enterprise-E
    Expand Collapse

    Joined:
    Mar 25, 2014
    Messages:
    26
    Thank you Miura, your reply helped a lot. I got the thing to drive, i was missing the differentials. I think i can work my way out mostly on my own from this. I still dont understand some quirks of the parts selector, but that might be because it's sort of work-in-progress in the first place.
     
  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