Work on a prototype proceeded in late 2017 and about three months into it we were confident this would work out. BeamNG at that point looked like a good candidate, and in a quick “over-the-weekend” try to export something from Automation into BeamNG manually, we saw that this actually might be possible.
With the switch over to UE4, we gave the exporter idea another shot and were looking around for suitable games, seeking to reuse most of the expertise and code we gathered making the other exporter. Unfortunately, the developer was neither helping out, nor responsive, and we had to stop working on that side project as a consequence of that. All that was still based on the Kee Engine version of Automation. That is why for a long time we considered making an exporter for Automation that allows players to drive their cars in a dedicated driving game.Ībout two years ago we started to work on an exporter for a racing game and got pretty far: chassis, bodies, fixtures, and engine stats exporting. Making such a feature within Automation would be nigh-on impossible due to the complexity, as well as time and money required to make any even decent driving game. The Automation Exporter Story & BeamNG CollaborationSince 2011 the most requested feature for Automation has been “I want to drive my cars”. The suspension types that are exported with unique geometries are double wishbone, struts, trailing arm, torsion beam, and solid axle coil.ħ. We export all Automation suspension data, including spring and damper stiffness, camber, and anti roll bars. Suspensions (Basic) - Definitely the trickiest part beyond the fundamentals, the suspensions need to work and scale for an immense range of possible car designs.Brakes are exported with their appropriate strength. Wheels & Brakes - Tires are exported the way you create them in Automation, with accurate sizes, tire tread, and friction coefficients.Drivetrain - We export the accurate gear ratios, gearbox type, choice of differential, transfer case (4x4), traction and electronic stability control, speed limiter, drivetrain losses, and fuel economy.Engine Data - Accurate power and torque curves for naturally aspirated engines, and good approximations for turbo engines are exported to BeamNG, along with idle RPM, max RPM, engine inertia and friction.Engine Sounds (Basic) - Automation engine sounds are exported, at the moment only the exhaust note.Car Deformation (Basic) - A basic implementation of car deformation is implemented, it never will be as good as for native BeamNG cars, but this aspect is something we will improve on until release and for future updates.Fixtures like lights and wings have basic functionality. Some fixtures can break off your car, and your car materials and paint find their way into BeamNG as well. Car Visuals - The meshes for chassis, body, engine, gearbox, suspension, all fixtures, wheels and brakes are exported.What aspects of the cars are exported?In the current first release version of the exporter we have the following features implemented.