Thank you.
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look: green - radius (obviously, the physical radius of the wheel, edit until the wheel sinks to the surface and even deforms a little, there is such a parameter - deformation by load, but this is already in the wilds of i3d files). Wheel type - dirt, off-road and road - is responsible for the behavior on the FIELDS (!), width - this is actually the width of the wheel (also affects physics, if you turn on the console mode, then through the first F5 you will see both the radius and the width and the collision of the model, that is, how the model will physically look), well, and weight is actually the weight - the game takes into account the weight of the whole (!) model separately, wheels separately, even gasoline in the tank is considered in the total weight of the model. <span class="ryNqvb" jsname="W297wb" jsaction="click:PDNqTc,GFf3ac,qlVvte;contextmenu:Nqw7Te,QP7LD; mouseout:Nqw7Te; mouseover:PDNqTc,c2aHje" <therefore,="" the="" total="" weight="" of="" model="" is="" calculated="" taking="" into="" account="" mass="" wheels.<="" span="">></span>
blue - a link to where the tire file is located, and a link to two meshes inside the i3d file, right and left. If the tire is the same (does not have the features of the right and left), then it is still better to write the same index for the right and left. "Tender wheels" is a parameter of whether the wheel destroys crops, yes - it means it does not crush, no - it does crush. Trakatlas is what kind of trace the wheel leaves on the ground (you can see it here by the link (https://assets.mantrid.net/?cat=wheels).
red - outer disk - link to mesh in .i3d file where outer disk is, mesh can be one if disk is flat like a board and has no complex shapes, or as in case of tire can be right and left - then similarly separately two meshes for right and left are registered. Here carefully - width/diameter and dimension - these are basically the same parameters (you set width of outer disk and its diameter, but!!!) if wheel is simple (without option of double wheels, counterweights, etc.) then you can use width/diameter, but if there are options it will give an error of placement of optional mesh(!) therefore it is better to use dimension (it is simple here - you choose in percentage (1,000 is 100%) by coordinates xyz - that is, the first digit is X and it is width, two others are Y and Z and accordingly it is diameter since they are interconnected, otherwise half-shift oval disk, lol)
further - the inner disk is actually a disk inside the outer one) KO The same - it can be (and in 99% it will be) right/left, width/diameter (it's clear, it seems like it can be used here, but the dimension also works), the parameter - extension - with + or - means where to place this disk inside the wheel along the X coordinate - closer to the edge or to the center, it helps to create beautiful wheels)
Further, all this absolutely does not work (well, except for the tires) if the wheel itself is already assembled in the .i3d file - there the mesh goes inside the senior group and any editing breaks everything (second screen)