Anisotropic beams are beam which have different properties depending if they are being compressed or expanded beyond their spawned length. Their main purpose in the current game is for tire’s sidewalls, which need to be allowed to compress to absorb bumps, but not expand beyond their initial length under centrifugal forces.
Those beams can also be used for other structures like ropes.
The transitionZone property can be used to fine tune the behavior of the beam under expansion, with a ramp between the standard compression values, and the expansion values.
See the beams page .
The standard spring and damp arguments will be used when the beam is compressed.
0.0 would mean the beam breaks instantly. 0.5 would mean the beam breaks after expanding to 0.5 meters regardless of its spawn length. 1.0 would mean the beam breaks after expanding to 1 meter regardless of its spawn length.
Using this property will overwrite beamLongBound.
Anisotropic beams also support the same optional arguments as standard beams .
Anisotropic beams being used for a soft top vehicle roof.
{"beamPrecompression":1, "beamType":"|ANISOTROPIC", "transitionZone":0.05},
{"beamSpring":5100,"beamDamp":150},
{"springExpansion":41000,"dampExpansion":150},
{"beamDeform":3500,"beamStrength":8000},
{"deformLimitExpansion":""},
["rf1rr","rf2rr"],
["rf2rr","rf3rr"],
["rf3rr","rf4rr"],
["rf4rr","rf4r"],
["rf6rr","rf7rr"],
["rf7rr","rf7r"],
["rf1ll","rf2ll"],
["rf2ll","rf3ll"],
["rf3ll","rf4ll"],
["rf4ll","rf4l"],
["rf6ll","rf7ll"],
["rf7ll","rf7l"],
//...
{"beamPrecompression":1, "beamType":"|NORMAL", "beamLongBound":1, "beamShortBound":1},
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