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Automation2BeamNG Converter

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np1993

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Post Sun Nov 30, 2014 10:35 pm

Re: Automation2BeamNG Converter

Alex200SX wrote:Well if you take out a 1.5 60hp engine out of any car and place a 250+ hp V8 in it, you wouldn't be suprised to see it drives like shit would you?
Same thing goes for BeamNG. The tires are still the ones used on the 1.5, suspension is still the old one etc.

So you need to make some things for youself. Mod the tires, so the have better grip. Mod the suspension so it matches your engine.


I put all of the 'race' parts options on, it made a slight difference. I really don't have the modding skills to go make new tires and suspension
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Alex200SX

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Post Sun Nov 30, 2014 10:40 pm

Re: Automation2BeamNG Converter

np1993 wrote:
Alex200SX wrote:Well if you take out a 1.5 60hp engine out of any car and place a 250+ hp V8 in it, you wouldn't be suprised to see it drives like shit would you?
Same thing goes for BeamNG. The tires are still the ones used on the 1.5, suspension is still the old one etc.

So you need to make some things for youself. Mod the tires, so the have better grip. Mod the suspension so it matches your engine.


I put all of the 'race' parts options on, it made a slight difference. I really don't have the modding skills to go make new tires and suspension


As long as you don't want a complete new set of tires it's just editing of textfiles. I recommend you reading the BeamNG wiki. There's a lot of info on that.
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np1993

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Post Sun Nov 30, 2014 10:48 pm

Re: Automation2BeamNG Converter

I'll give it a look in the morning.

Its not so much the handling that's weird but its almost as if the car doesn't have the stock engine with a stock 'tune' option it doesn't work right. I built a 150hp I4 with the smoothest power band I could must and it took 6 years to get the covet (the hatch thing) to do 0-60, with most of that time trying to break the 40km mark. So then I plop a 250hp Turbo I4 with a very peaky power band and it starts up smooth and tops out at 120kmph.

The 'not-a-grand marquis' responds a little better to imported engines, but is still a little underwhelming for 'mild engines' and then wheel spin for days with powerful engines.
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np1993

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Post Sun Nov 30, 2014 10:50 pm

Re: Automation2BeamNG Converter

How the car responds to a motor 'upgrade' varies a lot, I don't know if its something to do with the options, engine or just the game itself. I tried 10 different engines (to rule out fluke or 'bad builds' some of which other people built) and its still a little weird.
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Alex200SX

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Post Sun Nov 30, 2014 10:57 pm

Re: Automation2BeamNG Converter

If you just import the engine, it may happen that the clutch and gearbox are just not tough enough to handle the power.
Best practice is to import complete cars from automation as you can also convert the transmission which should handle the power well enough.

You just need to make sure that you deselect the transmission in Part Selector in BeamNG.
So hit Ctrl + E and search for the transmission. Set it to none.
Search for the differential and set it to none too.

That should work quite good
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np1993

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Post Sun Nov 30, 2014 11:01 pm

Re: Automation2BeamNG Converter

Alex200SX wrote:If you just import the engine, it may happen that the clutch and gearbox are just not tough enough to handle the power.
Best practice is to import complete cars from automation as you can also convert the transmission which should handle the power well enough.

You just need to make sure that you deselect the transmission in Part Selector in BeamNG.
So hit Ctrl + E and search for the transmission. Set it to none.
Search for the differential and set it to none too.

That should work quite good


If the imported engines were being paired with the yard sale transmissions the cars came with that makes a lot of sense as to why they perform like derby cars after their 3rd battle royale. I would have thought the transmission would just 'match' whatever engine I imported. I will give importing a model a whirl. Thanks for the fix!
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np1993

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Post Sat Dec 06, 2014 9:13 pm

Re: Automation2BeamNG Converter

After a series of unfortunate 'errors' and some serious trial and error I found a tiny weeny error with the beamng engine covnerter.

the beamNG engine converter 'corrupts' files. If you import a 'model' like it recommends for best performance as opposed to just importing an engine that file gets changed somehow and it can not be opened if you send it to other people, and sometimes is no longer openable to the person who made the file.
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Alex200SX

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Post Sat Dec 06, 2014 10:41 pm

Re: Automation2BeamNG Converter

That is nearly impossible because EngineConverter just reads them and doesn't do anything else to them.
Also nobody including me ever reported that. You're sure that you don't have the model file of an old Automation version?
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Post Sun Dec 07, 2014 5:57 am

Re: Automation2BeamNG Converter

Alex200SX wrote:That is nearly impossible because EngineConverter just reads them and doesn't do anything else to them.
Also nobody including me ever reported that. You're sure that you don't have the model file of an old Automation version?


I've the same issue with 2 models: noob engine.
Company: Montes Cars
Company ID: 1940001
Visit the brand models http://automationgame.com/phpBB3/viewtopic.php?f=35&t=3995
In AutomationHub.net: http://www.automationhub.net/company-ca ... mpanyID=18
My YouTube Channel: https://goo.gl/1MtRpd
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np1993

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Post Sun Dec 07, 2014 6:27 am

Re: Automation2BeamNG Converter

Me and Loenardo693 did a big test, because cars I was sending him werent opening and sometimes not even opening on my end.

I uninstalled everything and removed all mods and built cars with no mods and sent him cars with the different mods and/or combos of mods and none of them were the issue. Then I used the engine converter on a couple models and all of a sudden the files i had used with the engine converter were messed up and couldn't be opened by other players.

I went import crazy when I first got the engine converter, now I can't access 1/4 of my models. I now make 'copies' of models I want to use in the converter so I don't ruin the models I want to actually use.
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CEO of Prato Motor Car Company - Company ID: 1946393
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strop

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Post Sun Dec 07, 2014 6:42 am

Re: Automation2BeamNG Converter

That can't be the same issue as the one that Leo and I had with the ATCC though. I can access all of my models fine post import, the issue with mine was having the texture replacer mod, which most people don't use!
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np1993

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Post Sun Dec 07, 2014 7:18 am

Re: Automation2BeamNG Converter

strop wrote:That can't be the same issue as the one that Leo and I had with the ATCC though. I can access all of my models fine post import, the issue with mine was having the texture replacer mod, which most people don't use!


Yeah we ruled out the texture mods ( I don't have one) there was a slight variance in the error code you were getting and I was, I think.
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Leonardo9613

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Post Sun Dec 07, 2014 7:27 am

Re: Automation2BeamNG Converter

The error message on both cases was exactly the same, though. And which texture mod are you talking about? I am not aware of anything.
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np1993

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Post Sun Dec 07, 2014 7:53 am

Re: Automation2BeamNG Converter

strop has a texture replacing mod of some sort
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CEO of Prato Motor Car Company - Company ID: 1946393
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np1993

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Post Sun Dec 07, 2014 1:03 pm

Re: Automation2BeamNG Converter

On the plus side, I finally figured out how to build 'derivable engines' into Beamng that can actually perform.
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CEO of Prato Motor Car Company - Company ID: 1946393
Supreme Overseer of Comrade Motors - Company ID: 1939003

http://www.automationhub.net/company-ca ... mpanyID=35
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