Bus 3D model project, help request

Unfortunately that's a limitation of the rendering engine in BeamNG.drive :(
I thought as much, but just in case ... I mentioned it.

This was the aftermath, It'll buff out ;)
15t6hTK.png



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ROTFLMAO ... and your buffing machine is so much easier to use!


Mudflaps
What kind of material are the rear mudflaps made out of? Visually it looks rubber-y but for physics purposes I'd like to make sure.
Also, how rigid are they? Easily bendable or does it have some resistance?
They are like a sheet of tire. Rubber with strands of some sort of thread woven throughout. They do flex, but it takes a fair amount of force to move them ... so that they do not flex up while driving 65MPH.



Hood Indicator Lights
Do these t urn on and glow dimly with the headlights, or only when the indicators are on?

They glow epending on the switch setting in the dash. The switch has OFF, running light (glows here), and headlights on (glows here).



Crash Related
What happens to the engine in a crash? In the FS-65, there's a frame crosmember right under the transmission preventing it from being pushed down.
Does the transmission break away and the engine fall under or something? Currently in my model it kind of just goes right through the body :biggrin:
Sorry, no experience here, thank God!
 
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I've been working on some more minor things such as having the fender extensions properly collide with the wheels. You can see them get shoved under the bus here. Fun stuff :) (Of course the floppy mirrors, clipping parts, and stop sign randomly popping off are all unintended :p)

Anyways, I've come with another question! How bendy is the hood around the outside (near the headlights)? I wonder this because in my BeamNG model there's a decent bit of flexibility here due to the hinge being so far away near the frame.
 
I've been working on some more minor things such as having the fender extensions properly collide with the wheels. You can see them get shoved under the bus here. Fun stuff :) (Of course the floppy mirrors, clipping parts, and stop sign randomly popping off are all unintended :p)

Anyways, I've come with another question! How bendy is the hood around the outside (near the headlights)? I wonder this because in my BeamNG model there's a decent bit of flexibility here due to the hinge being so far away near the frame.
What is that wall made of .... 6 inches of steel? There is not a scratch on it and the front-end is smashed up like at least 3 feet.


How fast was it going in the simulation?


As for flexability of the hood ... I can not really say. However, there is quite a bit of structure around the headlights. They are more like headlight boxes. So I would not think they would flex much neat the headlights. Perhaps between the hinge and headlights?


I would think that the bumper would take the brunt of the forces In the simulation it looks like it bent as readily as the fiberglass hood.
 

I was going ~45mph. The wall is concrete but in BeamNG static objects can't move/deform so material/size doesn't matter in the end. BeamNG also doesn't yet support scratches on vehicles :(. It at least does support smashing glass/lights.

I'm using videos like this as reference. You can see similar things happening. Entire body sliding forwards, hood flat against the bus, fender extension sliding under, etc.

Though the bumper in mine shouldn't be falling off as easily. The crossing arm is really annoying and likes to interfere with the physics of the bumper. One of the many things to fix.

 
I see how similar your crash is to the test crash. Good job.


Amazing that as much of he body slid forward as was crushed in front. The body must be 8 feet shorted after the crash.
 
@Native, would you mind if I use parts of some of your images as the basis for in-game textures? :)

ex.
N7W9C1N.png

repurposed for my model
3avfXna.png
 
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How does the headlight switch work? I've noticed the light image is on the bottom instead of the top in most pictures I see, which has me wondering:

Which way is off?

and also, is it a 3 stage switch? Off, Lowbeam, Highbeam?

Wondering so I can animate it in the dash :)
I'm starting to wrap up this area
Bahz9D4.png
 
Mines just a 3 position switch. I believe yours is shown in the off position. First click is the dash & running lights, next is adding the headlights.
Highbeam is activated by pulling the turnsignal lever towards you.
 
Mines just a 3 position switch. I believe yours is shown in the off position. First click is the dash & running lights, next is adding the headlights.
Highbeam is activated by pulling the turnsignal lever towards you.
Ditto here ... it does seem to be upside down as far as what I would consider "normal", but you get used to it.
 
Interesting note: The high-beam indicator is in the top middle of the dash and is blue in color. When both lights are working, the indicator works. If one of the headlights are out (high-beam or normal), the high-beam indicator will be dimly lit but visible.
 
Oh yeah, I did have another question.

Would any of you mind showing me the end of the key? (The side that doesn't go in the ignition of course, I'm not trying to copy your keys :rofl:)

I'd like to have it there as a model detail that moves when turning the engine on/off.
 
That would require disassembly of the dash. I'll probably do just that when I rebuild the dash.

Oh right...
I forget how many bits of plastic console I removed a couple months back when my batteries were draining and I couldn't get a good start even with charged batteries...

So much "wasted space" in there I'll never be able to put it back like it was...
 
Oh yeah, I did have another question.

Would any of you mind showing me the end of the key? (The side that doesn't go in the ignition of course, I'm not trying to copy your keys :rofl:)

I'd like to have it there as a model detail that moves when turning the engine on/off.
Top: Fuel doorlock
Bottom: Door
Right: Ignition


Keys.jpg
 

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