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Development Screens (Each post contains a picture OR contributing post)

Discussion in 'General Discussion' started by LT. Smell My, Aug 5, 2013.

  1. CaptainZoll

    CaptainZoll
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    i found when I was making my legran limo's Jbeam, that it's best to completely comment out all the beams and triangles connecting the two halves.
     
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  2. Average Person

    Average Person
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    Jul 8, 2015
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    Refined my node setup for heightmaps, basically just a simplified version of LFJHutch's heightmap renderer in cycles.
    I have learned a lot by recreating it though, next I'm going to work on adding materials based on rgb which should be pretty easy.
    prev.png
     
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  3. machine

    machine
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    Feb 26, 2013
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    736
    Yeah, as 'Zoll already said, you should just comment out those long beams between the halves. They're too long so that's why they explode with the old spring and damp values. The Burnside's middle section is about as long as the front and rear door sections so didn't even have to edit the values there.
     
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  4. Re:Z_IA

    Re:Z_IA
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    Nov 13, 2017
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    538
    I started adding skin support to the Kashira, but it's given me far too much power, and I ended up creating this cursed monstrosity...

    screenshot_2019-03-21_19-45-06.png screenshot_2019-03-21_19-48-19.png

    Edit:
    Much better...
    screenshot_2019-03-21_19-51-50.png
     
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  5. killstreak451

    killstreak451
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    Joined:
    Dec 28, 2015
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    1,856
  6. LJ74

    LJ74
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    213BX? 200.13BX?
    20013.png
     
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  7. burilkovdeni

    burilkovdeni
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    Aug 21, 2014
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    1,167
    pesssima_mod_burilkovdeni_and_dtroxx.png pesssima_mod_burilkovdeni_and_dtroxx_1.png
    Ibishu Pessima SQR six door Limo.
     
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  8. Mr.Bot

    Mr.Bot
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    Feb 5, 2017
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    566
    Heh, I'm not giving up on this map mod/edit thing after what happened. Also it'll be better than before :D
    screenshot_2019-03-21_21-47-15.png screenshot_2019-03-21_21-57-21.png screenshot_2019-03-21_21-56-51.png
     
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  9. DankMemeBunny

    DankMemeBunny
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    Jun 24, 2016
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    1,540
    uyghughhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
    upload_2019-3-22_16-27-28.png
     
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    • Informative Informative x 2
  10. Cory5503

    Cory5503
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    Mar 4, 2015
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    Yes! Thank you for persevering through! I really enjoyed watching the progress on this map and can't wait to see more of the new version.
     
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  11. TechMechanic

    TechMechanic
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    Nov 22, 2017
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    636
    Lets see if I can hype this up,
    The three cars for the aforementioned Hawk Motor Co. (In wireframe due to me not wanting to show too much)
    W-3
    Capture3.png
    M120
    Capture2.png
    G2
    Capture.png
    (I forgot to remove an apparatus from the rear of the W-3, just dismiss it.;))
     
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  12. Tsutarja495

    Tsutarja495
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    Give it a slightly bigger engine (2.3L) and call it the 230BX.
     
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  13. Phil--king

    Phil--king
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    Nov 29, 2012
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    27
    20190323014744_1.jpg 20190322214337_1.jpg Prewview.png DG-100:oops:
     
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  14. Danny Werewolf

    Danny Werewolf
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    • Agree Agree x 5
  15. Capkirk

    Capkirk
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    Nov 19, 2017
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    673
    Scratch made turbo plumbing attempt (definitely not just stock parts moved and scaled)
    screenshot_2019-03-22_23-55-18.png
     
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  16. Average Person

    Average Person
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    Jul 8, 2015
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    582
    Did a bit of visual work before I start blocking out some more roads, even now the map is starting to look halfway decent.
    20190322232440_1.jpg
     
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  17. Phil--king

    Phil--king
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    Nov 29, 2012
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    So am I :oops:;):confused: ... anyway 20190323125740_1.jpg 20190323125914_1.jpg i've made some progress on this.
     
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  18. Blijo

    Blijo
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    Joined:
    Apr 27, 2016
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    Some progress on the suspension of the Fintray
    This morning it drove like this:

    As you can see, quite a few vibrations in the front suspension when driving fast.
    This really kills the performance and drivability and I have been trying to solve it for a few weeks now.
    I know what causes it, it is the fact that the double wishbone consists out of four nodes and that the kingpin is NOT part of that. It looks like this:

    As you can see, the distance between 1 and 2 and 7 and 8 is not that big. Many nodes in such a small place with a lot of forces on them means that they are a pain to work with. They have to be light, they have to be rigid etc. You also have some constraints: To make it move like the real car, the arm lenghts and node locations are somewhat fixed. If I did not go for this realism, I wouldn't have used a setup like this in the first place.
    So now how to solve it?
    I added a node that is connected to the kingpin and the arms (nodes 1,2,7,8) this helped a bit. This node is already in the first video. I also played with making the arms wider(y-coordinate) and this also helped a bit.
    Then I took a look at the behaviour in 100x slow motion and noticed that this vibration is amplified by the frame. So I did the logical thing and completely redid it. The first try used a bit too high beamsprings:
    screenshot_2019-03-23_15-25-15.png
    Then after optimising the beamspring and damp a bit:
    The stress of the vehicle:
    screenshot_2019-03-23_15-37-20.png
    That is not much :)

    So I took it for a lap and a bit on Hirochi Raceway:

    See for yourself :)
     
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  19. AgentMooshroom5

    AgentMooshroom5
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    Joined:
    Oct 29, 2017
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    Working on a snow plow for the T-Series
    snowplow4.png snowplow5.png
     
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  20. fufsgfen

    fufsgfen
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    Jan 10, 2017
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    Usually games have snowplow set up as rigid, not sure how you have setup it, but this is how I see way to replicate how they work in reality:
    upload_2019-3-23_18-34-7.png

    Orange is a spring/damper thing, red is what lifts up whole thing, then there is small ski/sliding pad which keeps bottom of plow very slightly off the surface, height of ski/sliding pad is adjustable and at lowered position whole thing can move up and down pivoting from attachment point, it is resting on that ski/sliding pad which there is usually two, one on each side. Some models allow side to side adjustment, rotating on three axis and tilting around Y axis based on uneven ground, I don't even know all of the possible things they have now.

    So those sliding pads are often which creates sparks and horrible noise.

    Some plows have rubber on bottom so they can clear snow more accurately.

    That is made so that when plow hits solid object, it tilts and truck does not go on it's roof or end up with it's frame bend. Back in old days when arrow shaped plows were used, those were at least in some cases rigid and caused some wrecks when tip hit some frozen rock on gravel road.

    Anyway you might already know all this, but thought I share in case it is useful for someone.

    Looking forward of your snow plow mod, something I have missed. I wonder if it is possible to make it compatible also for EU semi truck mod by Synsol as that is heavily based on Jalkku's 8x8 truck mod which is heavily based on T-series?
     
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