Hi Sorry for the late answer. I had to protect most of the cells because people tend to directly edit the torque values. However, those torque values are the result of a series of calculations, based on your HP goal. If one of those cells is edited, the all document is broken, and, since I don't want to repair this doc every 2 weeks (for obvious reasons ^^'), I choose to lock most of the cells. The only one you can edit, and need to edit, is the ''Goal (hp)'' cell: Once it's done, the document will automatically give you the torque values you need to use to get an engine power close to what you want
I think you can make the car look better in game and in the menus: 1. Better paint - Max shininess in Automation, mess with paint settings in Beam 2. Non-Automation - (you have to unpack it first) > Mods folder > [car name] > vehicle > info.json > under Type, change Automation to Car, then save > Pack the mod 3. New picture - In BeamNG, go into the map selection screen > check 'Include auxiliary debug content' > spawn into Showroom > take the picture and save it (win+shift+s on Windows) > unpack the mod > Mods folder > [car name] > vehicle > (take note of the picture name before deleting) delete the picture and put the one you took > put in the new name > pack your mod
Yeah I figured it out. You can also edit the DAE in a program like Blender to remove any annoying faces and verts.
Hello I will want add vanilla lightbars to automation vehicles but idk how and i tried to add burnside beacon to a 1930 car i made without success. If someone can help me or send me an exemple with screen or code, that will be nice. Plus no much video tuto and bad explained.