So, I was thinking on editing the van's suspension a bit.. getting it a bit lifted, with better off road capabilities. But, what part of the suspension.jbeam do I edit? And how do I add another selectable front/rear suspension? The online wiki only explains the basics, and I haven't seen any Sorry for the noobish question, but I haven't found any tutorials on how to do this. I've haven't done any vehicle modding before, only been making a few maps in the terrain editor. Any help will be appreciated
Thanks for that, but how about making separate selectable suspensions? Do I copy the suspension_f.jbeam and rename it to suspension_f_lifted.jbeam and edit it like this From this: "information":{ "authors":"gabester", "name":"Gavril H-Series Independent Front Suspension", To this: "information":{ "authors":"gabester", "name":"Gavril H-Series Lifted IFS", ? Any other things to change?
When the vehicles offer multiple tire or engine options etc., the option files are called bigger_tires.pc, or huge_engine.pc etc. Once these files are in the vehicle folder, the options simply show up in game when you Ctrl+E to select your new vehicle. The parts of the code that defines each of the different options are probably located within the vehicle.jbeam file somewhere...I think... Idk if this info will help you at all but hopefully it will.
The pc files are preset configs and do not carry actual part data. They literally store what combo of parts is selected in the Control-W menu, that is how the D15 has the dropdown box for sport and offroad configurations etc, by having a sport.pc and an offroad.pc BeamNG doesnt give 2 craps about what name you give a JBeam file, as long as it ends in .jbeam it will load it with all the others. It only cares about the contents, and copying and pasting a fileand only changing the file name will screw with the game because of the duplicated contents. Because you were interested in the vans suspension, I am going to use that as my example today, particularly the front suspension because why the hell not. If we open van_suspension_F.jbeam it has all the parts for the front suspension. The first part is called "van_IFS", each part must have a unique name, if you had simply copied and pasted the file and then swapped the name then you would have 2 van_IFS parts, one would over-ride the other depending on which order the files were loaded in and so we do not under any circumstance have 2 identically named parts within any file. All BeamNG parts except the body itself have a slotType, parts can also have slots. In the case of van_IFS you will see it states "slotType" : "van_suspension_F", this indicates that if there is another part on the vehicle which defines a slot called van_suspension_F then this part can be attached within that slot. Further down we have: "slotType" : "van_suspension_F", "scalenodeWeight":1, "scalebeamSpring":0.84, "scalebeamDamp":1.30, "scalebeamDeform":1.5, "scalebeamStrength":1.78, "slots": [ ["type", "default", "description"] ["van_coilover_IFS","van_coilover_IFS", "Gavril H-Series IFS Coilovers"], ["van_transfercase","", "Gavril H-Series Transfer Case"], ["van_brake_F","van_brake_F", "Gavril H-Series Front Brakes"], ["van_wheel_F","van_wheel_F", "Gavril H-Series Front Wheels"], ["van_swaybar_F","van_swaybar_F", "Gavril H-Series Front Sway Bar"], ["van_steering","van_steering", "Gavril H-Series Steering"], ], In game this is how we end up with this tree structure: van.jbeam is the file which begins loading the van. One of its slot types (actually only slot type) is "van_frame", in other jbeam files we have 2 different parts with their slot types defined as "van_frame" (for the H15 or H45 extended frame), these *both* have slot types for "van_suspension_F", our "van_IFS" part fits in this slot and has some of the JBeam for the front suspension. It defines slot types for front coilovers, front transfer case, swaybars, wheels, steering and brakes. If we want new coilovers, we want a part with a unique name that fits in the van_coilover_IFS slot. I would start by creating a new file and naming it van_newcoils.jbeam (or similar). Then first line of the file should be a {. Next copy and paste the existing "van_coilover_IFS" part (it is lines 418 to 446) into your file and finally add another } to the end. It should look like this: First things we'll want to do are rename the part. I'm going to use the line-numbers from my screenshot there. line 2, "van_coilover_IFS": { will need changing to something else "van_coilover_IFS_new": { should do the trick Also line 5, this defines what the part will actually appear as in the part picker, you don't want 2 parts with the same name in there, "Gavril H-Series uber leet pro ninja Coilovers" or something will do I think. Now if you save the file and load up the game, load the van, open the control-W window and your new part should be in the dropdown (although will perform identically to the existing part as they are exact clones). Lines 21, 22, 23 and 24 define the spring and damp rates for the beams used to construct the coilover and these are the lines you will need to tweak in order to alter the ride height and stiffness. The coilover beams themselves are defined on lines 25 and 26, they are simply 1 beam sitting vertically where the coilover belongs (1 per side), you don't need to alter them, just thought I'd mention what they actually are. You have been provided with a guide for the covet and also the wiki link which can describe what tweaks you can make better than I can. - - - Updated - - - Added a file with renamed suspension parts for you. Got front coilovers in there and then we have both the H15 and H45 rear leaf spring and shock absorber parts in there.
Thank you sixtysixseventyseven!. I figured out how to add separate parts in the jbeams yesterday, but it was too late to add a reply here when I was going to bed. This explains a bit of the setup of the jbeam files, and I thank you for it. I already got the van to sit in a "loftier" stance, and it performed heaps better off road with the added height adjustments. However, i could only lift it to a certain level, and then the height remained the same regardless of how high the precompression numbers was. Are there limiting factors as to how high the suspension is able to go? maybe limiting beams/nodes? Also I have some questions. //--FRONT SHOCKS-- {"beamSpring":10000,"beamDeform":100000,"beamStrength":200000}, {"beamLimitSpring":3001000,"beamLimitDamp":2000}, {"beamDamp":1500}, {"beamPrecompression":4.67, "beamType":"|BOUNDED", "beamLongBound":0.1, "beamShortBound":1.00}, ["a1l","sh1l", {"beamDampRebound":5800}], ["a1r","sh1r", {"beamDampRebound":5800}], {"beamPrecompression":1, "beamType":"|NORMAL", "beamLongBound":1, "beamShortBound":1}, ], } "beamSpring" affects how stiff the spring is, higher value means stiffer spring, harder to compress, right? "beamDamp" affects how well the shock is dampened, higher value, the stiffer the movement, right? "beamPrecompression" affects the ride height, the higher value, the taller ride height, right? 2x Beamdamprebound is for the rebound settings on the shocks left and right. That's what I've come up with so far. Here comes what I haven't been able to figure out yet. "beamLimitSpring" This I have no idea what does. Limits the spring's travel maybe? "beamLimitDamp" Ditto. Limit dampening effects? "beamLongBound" Nope. "beamShortBound": I found out I had to increase this one if I didn't want the shocks to explode, especially on the rear of the van when I lifted it. Still don't know what purpose it has, except for not making the shocks on the rear to explode "beamPrecompression" the second one in this list, i don't know what it does, I haven't altered it.
Precompression of 1.2 would mean that the beam would stretch to be 1.2 times longer after spawning. The second precompression simply undoes that. Spring, a higher value makes the beam springier, hence why the coils have such a high value compared to beams on the cars main body. However a beam that is springy, if compressed will of course extend to its original length, but being a spring it will then bounce back and forth again. Damping then slows this down so your car doesnt just get stuck bouncing up and down like a pogo stick. Soft or hard suspension can be achieved with careful balancing of the spring and damp rates, I am not really sure how to work these out myself. Limitspring, limitdamp, shortbound and longbound are all related to the spring/damp rates changing as the beam reaches its maximum/minimum compression. I am not entirely sure on how these work.
Ive been figuring out what every command does too, because i wanted to make somewhat very stiff offroad suspension. Tested everything some time ago with pretty high values at rear coilovers on the big jump on industrial offroad-asphalt track. (tested on Covet) It came up that: higher value = more bouncy and only a little bit slower compression, however it doesnt effect how much coilovers compress in. So for example they will have everytime the same compression scale. Yeah, higher value = better compression = smaller chance of suspension getting broken up. If you put a high value which is like twice or higher than original, it will cause ride height to drop alot. Probably a secondary effect. IDK about the other values we will have to find out.
Thanks for your replys guys, i'm a little wiser now. We'll see how I'll get on with the Lifted Vanster as time goes by But on a related topic, in the settings for the coilovers these values are present, at the top: "van_coilover_IFS": { "information":{ "authors":"gabester", "name":"Gavril H-Series IFS Coilovers", } "slotType" : "van_coilover_IFS", "scalenodeWeight":1, "scalebeamSpring":0.84, "scalebeamDamp":1.30, "scalebeamDeform":1.5, "scalebeamStrength":1.78, "flexbodies": [ ["mesh", "[group]:", "nonFlexMaterials"], ["van_coilover", ["van_shockbottom","van_shocktop"]], ], Will altering any of these settings change anything? I'm gonna try to drive the lifted van from the bottom to the top of the Leap of Death map now. Wish me luck
Scalers literally do that. If a node is specified with a mass of 2kg but scaleNodeWeight is 1.5 then the node in game should weigh 1.5*2=3kg. i wouldn't play with those.
The rear has like 6 beams that locate the axle. Gabester did this to try and simulate leaf springs. To get more flex, you will have to do something about those extra beams.
Or if you also mean you wanna make coilovers less compressed, you have to edit suspension model in .dae i think. IDK what "flexy" means so i just post my info.
I have no idea on how to do that. But I think the results are satisfactory enough as I will shortly demonstrate The suspension .dae does not limit the actual movement of the vehicle I think. Here are some screenshots of what I've accomplished so far with the three next mods of the Vanster, the Mini Van and Pickup by Drowsysam and the Passanger van by Baselklalib. These mods are for private enjoyment, and will not be released without permission from the authors. Here goes: They are very capable offroaders now with lsd diffs front and back with the engine from Drowsysams mods The only thing that could make the mod better now is slightly bigger off road tyres/wheels, but that is a little bit outside of my expertise as i know nothing about blender and .dae editing. Would this be a mod anybody would be interested in?
i would be interested (also, for the vanster (if your talking about the stock gabester one) gabe doesn't usually mind mods being released for it, provided you credit him)