It's not finished, but would be cool to fly around spaceships and crash them in slow-motion. Or have a scene in space and crash spaceships into each other. If anyone wants the files to this ship I can post it, if you want to throw it in-game. (imported from here) Orthographic View: http://9us.us/sship1.png Files (This is not a BeamNG release, just the model): http://9us.us/ship1.zip
Where does this came from? usually you have not got permission to post mods that are not yours. if that is yours, i would be glad to fly this thing, if it is possible.
I was wondering the other day, now that we know this alpha is called drive will they be dropping the other types of transportation other than cars?
Pretty sure aircraft and such are planned, like many things are. Still pretty early, so i don't know if spaceships are going to come before planes..
Wait till they make BeamNG.Fly.... Totally unofficial no idea if that's planned.... Guy above gabster, Dark souls is fun as hell EDIT: How big is that spaceship? Imagine wrecking that huge thing, Would today's processor's handle it?
That would be a rather interesting idea... in fact I tried this myself with another engine, I fashioned some space-craft & some asteroids etc and with a little magic and the help of a cry-engine I created a space-scene.. just for blasting etc... made a couple of videos, one of the ships is a star-trek thing, I didn't model them myself... I scoured the sketchup database as I'm quite new to all this really, so I got my craft as static models and I then had to make them come to life so to speak, to go from SU to Cry-Engine(2) (via XSI-mod-tool etc) takes many hours in the glow of your computer screen... so after a year of practice I became quite adept at throwing things into a game engine for videos etc... I'm working on a car now for Beam.. but thats another story for another day... Yeah so space-blasting I'm all into... so here's a few videos I've made using another game-engine... might inspire who knows, cheers https://www.youtube.com/watch?v=pc6JaSRf7F4 https://www.youtube.com/watch?v=PET2fw-iQWg Space 1999... in 3D - https://www.youtube.com/watch?v=rFucqWioySg Dodge Charger in CryEngine: https://www.youtube.com/watch?v=dLX4G0iRPuw and a little bit of Star Wars to finish off.. (well you did say ships in space) https://www.youtube.com/watch?v=CUJW3C3Dd1I
Lets beat kerbal space program at space physics! This is a pretty cool idea. If there was a system that meant gravity became lower and lower the higher you went (via a gravity multiplier that gets lower until the point of 0 the higher you go) that also changes the skybox then that would be pretty cool. But as this is a game called drive that would be known as "low priority" i guess. Would love to see it though. The irony here would be that i use ksp almost exclusively for making cars yet i would be flying space ships in BeamNG drive.
Guys it's not his: http://www.google.com.au/search?tbs...tWj2IMDnKU4WjmzKohfnn3A&hl=en&bih=927&biw=944
Most if not all of the torque 3d tutorials work in beamNg This might help, you may need to move this object over from the standard torque3d editor though Oh, and what happened to the game you were making? http://www.tnfgame.com/ Is down
If that is ~the size of a cruiser thing in starwars it bill have the N/B of well over 100 cars. Madness.
To be honest it could get by with a very simple N/B structure. That is unless you want it to crash, in which case the same as an ibishu covert would probably be fine. Unless you want to simulate "everything"
And put tissue boxes on captain Kirk's seat Just kidding, I loved someone's idea of loose stuff on vehicles in another topic, just reinforcing the scale approach to viability.
Hey, why not also go to the sub atomic level and start simulating quarks and leptons. Then all we need to do is build a pc to run it Then add a path tracing game engine to replace the ray tracing used by Torque3D and you got yourself a pretty sweet simulation. Considering the scale of that thing as awesome as a tissue box would be, no one would ever see it and it would use (a few) polygons. It would also require the rest of the deck to be rendered.