Your car NEEDS to be way less detailed, you used subsurf to create it, that's the problem. No matter how good the jbeam is, it won't fix a wrongly made mesh
Nah, I have a feeling his Jbeam is just messed up badly, last time he showed one of his notepad screenshot nodeweight was at 1000... You have to make the Jbeam first, it needs to stay together instead of falling apart like it does now.
His model has 200,000 polygons. https://www.beamng.com/threads/smart-fortwo-brabus-2000.60977/page-3#post-997780
Spiking like that has nothing to do with the quality of the model. It's definitely the byproduct of an unstable Jbeam falling apart or literally exploding.
Ugh... I see you don't understand what I mean. I'm not talking about the Hirochi Sunburst; I mean that you HAVE to create the meshes again, without using Subdivision surface ('subsurf' for short). Lowering the weight on the jbeam nodes would also probably help with not exploding
:/ He stated that you uses subsurf to make the mesh, is that correct? (Just a vid to know what it is I guess)
How did you make your Jbeam? Not only does it have an insanely high node weight (1000.2), it also has 270 nodes just for the unibody. You should have a node weight closer to 10, and use about 40 nodes. Your current Jbeam has far too many nodes to ever be stable.
Look, it's so simple that even I understand it : Your model is too detailed for the game Your Jbeam is also too detailed Hope you understood this time..
Have a look at stock beamng cars like the covet or sunburst so you can actually see how Jbeam structure is supposed to look. (Example; Ibishu Covet / Hatch) your structure has way too many nodes for what it's supposed to be covering, there are no reinforcing beams at all, nodes are too heavy, and they aren't mirrored or named properly at all. If you are using that blender to jbeam plugin for this, DO NOT use that. Atleast until you understand what to actually do with it, because the result is just going to be terrible otherwise. Your model is also no good for beamng either, using subsurf will result in insanely high polycount for very little actual detail gained, it will deform like those crap meshslaps and look like soapy garbage while doing so. I suggest you start with smaller mods that add content to existing beamng cars instead of diving head on into a custom jbeamed project like this as a first project, like an engine swap or bodykit for something.
Now I'm making a pack of parts for all vehicles And to be honest I already threw smart (after the thread banned)