Automation2BeamNG Converter

[quote=“Alex200SX”]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[/quote]

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!

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.

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?

[quote=“Alex200SX”]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?[/quote]

I’ve the same issue with 2 models: noob engine.

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.

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.

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.

strop has a texture replacing mod of some sort

On the plus side, I finally figured out how to build ‘derivable engines’ into Beamng that can actually perform.

Sounds rather interesting to me; has anyone considered a BeamNG to Automation converter yet, btw? I’d love to see cars like the Moonhawk and the Bolide in particular made into Automation models. :smiley: :wink:

3000hp through a pickup truck just causes wheelspin through all 4 gears.

Hey Riley, try putting 3000hp through the grand marshall. Much wheels falling off! :stuck_out_tongue:

Stuff the X90 engine in the stripped D-Series… Drift missile! :mrgreen:

In my BeamNG, I can only put a custom engine in the GRans Marshall and in the Covet (and yes, is a original game).

[quote=“vmo”]

In my BeamNG, I can only put a custom engine in the GRans Marshall and in the Covet (and yes, is a original game).[/quote]

Only certain cars have the ability to use an “engine tune”

[quote=“np1993”]

In my BeamNG, I can only put a custom engine in the GRans Marshall and in the Covet (and yes, is a original game).

Only certain cars have the ability to use an “engine tune”[/quote]

Ok. Thanks :slight_smile:

Er, wasn’t that the same issue was having to create an “enginetuning” slot in most of the .jbeam files? I thought we had covered that here.

This doesn’t seem to work with the latest Steam version of Automation. Every time I try to import an engine from Automation, it crashes. Possibly the file structure changed slightly?

Yeah, a lot of stuff has changed, so this tool will probably need some changes