Forget GTA V. BeamNG is going to be released in less than 24 hours!
2,080 replies, posted
[QUOTE=Oicani Gonzales;41806469]I am a Modeator.[/QUOTE]
How do i know if ur lying or what? Its cunfusing gold members and stuff.
Modeators 4 lyfe
[QUOTE=Beach time;41806458]I only listen to ADMINS or Modeators[/QUOTE]
are you serious right now.
Hey so when did the cancer that killed the ROR community spill onto FP
[QUOTE=Beach time;41806483]How do i know if ur lying or what? Its cunfusing gold members and stuff.[/QUOTE]
Hi!
Why is everyone mean to "NEW" people
[QUOTE=Loriborn;41806516]Hey so when did the cancer that killed the ROR community spill onto FP[/QUOTE]
What killed ROR? How do you even kill a game like that?
[QUOTE=Beach time;41805651]I may be hated on ROR and BeamNG[/QUOTE]
can you not see WHY?
[QUOTE=Swebonny;41806517]Hi![/QUOTE]
This is a [I]moderator.[/I]
Lurk for a while Beach Time, or Zach. Just hang around, read posts, learn how things are done.
[QUOTE=Swebonny;41806525]What killed ROR? How do you even kill a game like that?[/QUOTE]
the game is still alive, the community just sucks
[QUOTE=Beach time;41806522]Why is everyone mean to "NEW" people[/QUOTE]
We aren't mean to new people, just to shitposters and people who disregard our advice on how to become a better and more productive poster
E.g. you
im also on beamNG so that will be killed SHORTLY. Well done posting off too bed i go.
[QUOTE=Beach time;41806522]Why is everyone mean to "NEW" people[/QUOTE]
Gee I can't think of a single reason why people would be mean to you "NEW" people. You've contributed so much quality discussion to this thread. Please continue.
[QUOTE=Beach time;41806571]im also on beamNG so that will be killed SHORTLY. Well done posting off too bed i go.[/QUOTE]
Just behave when you post here okay, and you will not get banned.
All hail Swebonny, he surely has more tolerance for shitposters than I.
Having too much fun with this, bought the alpha only after 30 minutes in the demo. Driving with the arrow keys was a bit annoying though so I switched them to WASD. Just open up /scripts/client/inputmaps/keyboard.inputmap.cs and switch the first 4 set moveMap.binds to left/up etc. and the next 4 to WASD.
Download for the lazy
[url]http://www.beamng.com/threads/2621-WASD-instead-of-arrow-keys[/url]
How was it that you could un-invert the mouse? I did something stated earlier in this thread, but then the game wouldn't register the mouse when not in the editor?
It would be nice to get a list of tips on what to do with the game, things that makes it more playable, like wasd controls, proper mouse AI spawning, also on some looked over controls in the game.
I had to wipe my game because of that mouse bug, and now I can't remember all the stuff I did to the game.. :)
[editline]12th August 2013[/editline]
0. When modding the game files, don't open the game through the updater, it will undo your changes. Simply go to the game directory and run BeamNGSandbox.x86.exe
1. for better joystick controls, go to game/lua/vehicle/input.lua change both steeringRate multipliers to 3 at line 170 and 171.
[editline]12th August 2013[/editline]
2. for AI,
- go to [URL]http://www.beamng.com/threads/2088-Enable-AI[/URL]
- download the .rar file at the bottom.
- both files go to the game/lua/system directory. Don't forget to backup the original simpleAI.lua file. - then go to the editor, spawn a car and switch to it, press CTRL+t, configure the AI, click done and switch back to the car you want to be driving. The other car should now chase or flee from you.
[editline]12th August 2013[/editline]
3. How to un-invert the mouse:
- Go to gamefolder/scripts/client
- Backup default.bind.cs
- Open original default.bind.cs in a text editor.
- Scroll down to find the part
[code]function yaw(%val)
{
%yawAdj = getMouseAdjustAmount(%val);
if(ServerConnection.isControlObjectRotDampedCamera())
{
// Clamp and scale
%yawAdj = mClamp(%yawAdj, -m2Pi()+0.01, m2Pi()-0.01);
%yawAdj *= 0.5;
}
$mvYaw += %yawAdj;
}[/code]
Change that part to [code]function yaw(%val)
{
%yawAdj = getMouseAdjustAmount(%val);
if(ServerConnection.isControlObjectRotDampedCamera())
{
// Clamp and scale
%yawAdj = mClamp(-%yawAdj, -m2Pi()+0.01, m2Pi()-0.01);
%yawAdj *= 0.5;
}
$mvYaw += %yawAdj;
}[/code]
- save file
- go into game, start a map, and rejoice as the camera in now better.
[editline]12th August 2013[/editline]
4. [QUOTE=Amynue;41720726]Lacking power?
[B]Additional engines pack[/B]
[B]Garvil D-Series[/B]
-437hp engine
-874hp engine
[B]Garvil H series[/B]
-520hp engine
-1040hp engine
[B]Ibishu Covet[/B]
-256hp engine
-500hp engine
[B]Garvil Grand Marshal[/B]
-520hp engine
-1040hp engine
[B]Civietta Bolide[/B]
-700hp engine
[B]Download:
[url]http://www.sendspace.com/file/j5tld9[/url][/B]
Unpack to the main game folder. Doesn't replace any files. Use parts configurator (Ctrl+W) to change engines.[/QUOTE]
That is a good pack to mess around with.
[editline]12th August 2013[/editline]
Anyone got anymore stuff to do? What are the keys to switch translation mode? moving, scale and rotating.
You should make an open Google document:
Changing to WASD:
[QUOTE=Trumple;41707835]
For those of you who want to change from arrow keys to WASD:
1. Go to C:\Program Files (x86)\BeamNG-Techdemo-0.3\scripts\client\inputmaps
(or C:\Users\<username>\AppData\Local\BeamNG\BeamNG-DRIVE-0.3\scripts\client\inputmaps)
2. Change this code at the top:
[code]
moveMap.bind( keyboard, left, steer_left );
moveMap.bind( keyboard, right, steer_right );
moveMap.bind( keyboard, up, accelerate );
moveMap.bind( keyboard, down, brake );
[/code]
to this:
[code]
moveMap.bind( keyboard, a, steer_left );
moveMap.bind( keyboard, d, steer_right );
moveMap.bind( keyboard, w, accelerate );
moveMap.bind( keyboard, s, brake );
[/code][/QUOTE]
Inverting mouse Y axis
[QUOTE=Trumple;41704043]Tutorial for inverting mouse y-axis:
1. Go to C:\Program Files (x86)\BeamNG-Techdemo-0.3\scripts\client\
(or C:\Users\<username>\AppData\Local\BeamNG\BeamNG-DRIVE-0.3\scripts\client)
2. Open default.bind.cs
3. Locate function at line 135:
[code]
function pitch(%val)
{
%pitchAdj = getMouseAdjustAmount(%val);
if(ServerConnection.isControlObjectRotDampedCamera())
{
// Clamp and scale
%pitchAdj = mClamp(%pitchAdj, -m2Pi()+0.01, m2Pi()-0.01);
%pitchAdj *= 0.5;
}
$mvPitch += %pitchAdj;
}
[/code]
Change the %val on line 137 to -%val:
[code]
function pitch(%val)
{
%pitchAdj = getMouseAdjustAmount(-%val);
....
[/code]
Much better![/QUOTE]
Editing car configs
[QUOTE=Trumple;41704205]Hey remember all those hours spent modifying GTA config files to make cars ridiculous?
You can do the same here, it's bloody hilarious.
Edit the file at C:\Program Files (x86)\BeamNG-Techdemo-0.3\vehicles\<vehicle_name>\<vehicle_name>_engine.jbeam
(or C:\Users\<username>\AppData\Local\BeamNG\BeamNG-DRIVE-0.3\vehicles\<vehicle_name>\<vehicle_name>_engine.jbeam)
Use Notepad++ or some other text editor to edit it (Notepad may not work well)
You might want to edit the following:
[code]
"enginetorque":[
["rpm", "torque"]
[0, 0],
[500, 650],
[1000, 930],
[2000, 1320],
[3000, 1430],
[4000, 1480],
[5000, 1530],
[6000, 1440],
[7000, 1220],
[7500, 910],
],
"engine":{
"idleRPM":1000,
"shiftDownRPM":3400,
"shiftUpRPM":6400,
"maxRPM":7500,
"inertia":0.08,
"friction":16
"brakingCoefRPS":0.15
"burnEfficiency":0.5
"throttleSensitivity":1.2
},
[/code]
Maybe make a backup before you make changes. I'd recommend editing torque and then editing <vehicle_name>_wheels_F.jbeam (or ..._R.jbeam) and editing the the tire options to change the friction coefficient (so it can grip at high torque):
[code]
//tire options
{"wheelTreadBeamSpring":341000,"wheelTreadBeamDamp":70,"wheelTreadBeamDeform":38000,"wheelTreadBeamStrength":38000},
{"wheelPeripheryBeamSpring":341000,"wheelPeripheryBeamDamp":70,"wheelPeripheryBeamDeform":38000,"wheelPeripheryBeamStrength":38000},
{"springExpansion":1361000, "dampExpansion":12},
{"nodeWeight":0.48},
{"nodeMaterial":"|NM_RUBBER"},
{"frictionCoef":1.1},
[/code]
{"frictionCoef":1.1} is what needs changing, experiment!
[/QUOTE]
Those are the ones I posted, if people could find their own tips they posted that would be easier. There are some for editing skins etc.
I will start a document and make it public once I'm done getting this stuff in there :)
[editline]12th August 2013[/editline]
I'm new to google docs, is it necessary to backup the document? I found the revision history, so wouldn't that be enough? The doc is ready.
[editline]12th August 2013[/editline]
I'd like to setup a set of rules:
1. Don't remove anything, unless you added it yourself.
2. If you want something removed, add it in a comment. If it's something really bad, like child porn, feel free to remove it, but with most other stuff, you should just make a comment, stating that it's wrong, what would fix the error and all that jazz.
3. I'm hoping the people with this link will have some honor, and not delete everything or what ever they might do to ruin the file, or the purpose of it.
If things go sideways, I will have to disable the editing, and only give editing rights to a selected couple of people that can be trusted. The rest of the people can comment, but that would be it, so PLEASE, do not ruin this, for everyones sake.
Here's the link to the document: [URL]https://docs.google.com/document/d/1C9Aeh5qKMPEWyA5dZslgKN49PzhhQPbBv7YlCHZdR7I/edit[/URL]
The same code of conduct applies in the document as here on Facepunch.
Anyone else finding the latest update made this even MORE buggy?
the car wrapped its self around the tree
[IMG]http://i.imgur.com/rUfkbkm.jpg[/IMG]
oops
Has anyone noticed the cars have become more rigid recently?
I'm not finding it as fun now because they stay in shape more than they used to.
So I thought the AI was stupid because they didn't use their rear ends enough when ramming.
Then I realised I'm stupid because the AI script is right in front of me and I can edit it to my heart's content.
[QUOTE=SCopE5000;41809944]Has anyone noticed the cars have become more rigid recently?
I'm not finding it as fun now because they stay in shape more than they used to.[/QUOTE]
Now I'm scared to update
[editline]12th August 2013[/editline]
[QUOTE=Squeegy Mackoy;41810041]So I thought the AI was stupid because they didn't use their rear ends enough when ramming.
Then I realised I'm stupid because the AI script is right in front of me and I can edit it to my heart's content.[/QUOTE]
Now I want to update
So this can't run on 2 GB ram?
[QUOTE=uitham;41810211]So this can't run on 2 GB ram?[/QUOTE]
Not very well, but it's possible. I run it on 2 GB ram, and I'd say it's playable on low settings, especially on simple maps like the grid maps.
[QUOTE=Stizzles;41810278]Not very well, but it's possible. I run it on 2 GB ram, and I'd say it's playable on low settings, especially on simple maps like the grid maps.[/QUOTE]
Nah, it's time for an upgrade anyways, I am having a lot of crashing issues with modern games lately, which are likely out of memory crashes.
The problem is, for the ram I need to get a 64 bit processor, for which I need another motherboard, and likely a new power supply too.
[QUOTE=uitham;41810330]Nah, it's time for an upgrade anyways, I am having a lot of crashing issues with modern games lately, which are likely out of memory crashes.
The problem is, for the ram I need to get a 64 bit processor, for which I need another motherboard, and likely a new power supply too.[/QUOTE]
...or just simply buy everything and keep the hdd's :v:
In other news: Penis Colada (the vehicle designer) hasn't strengthened the cars' structures at all. He's just made some cars' steering stronger.
"Civetta is now more stable"
Nope.
"Manual now works"
Worked before if you pressed Q. Now I have to press Q to get back to automatic. Waiting for auto cars to be auto with PRND21 and manual cars to be manual.
"Stronger steering on pickup"
If I turn full lock left or right, with off-road differentials, and floor it with the v8 motor, the inside steering snaps.
Anyone else the same? I haven't tried the AI yet.
Has the AI been implemented yet? As in can it be activated without modding the files now?
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