Shifter Movement

Discussion in 'Ideas and Suggestions' started by Aesthetical 2, Oct 9, 2019.

?

You think we should add this?

  1. Yes.

    75 vote(s)
    94.9%
  2. No.

    1 vote(s)
    1.3%
  3. Not sure.

    1 vote(s)
    1.3%
  4. Depends.

    2 vote(s)
    2.5%
  1. Aesthetical 2

    Aesthetical 2
    Expand Collapse

    Joined:
    Jul 6, 2017
    Messages:
    11
    Hello! I'm pretty sure this has been posted somewhere but I'm posting this again because I'm wondering if the developers are considering this feature.

    As the title states, this suggestion is involving the movement of the shifter in manual cars in BeamNG.drive.
    Basically, (like an automatic transmission) when you shift to first gear, the shifter moves into 1st. When you shift into 2nd it moves into 2nd, and so on and so on.
    If there is any mod for this I would like to know.
     
    • Agree Agree x 3
  2. KrukasKlep

    KrukasKlep
    Expand Collapse

    Joined:
    Aug 2, 2018
    Messages:
    669
    Probably everyone wants to fiddle diddle with the stick :]
     
    • Like Like x 1
    • Agree Agree x 1
  3. Superchu Frostbite

    Superchu Frostbite
    Expand Collapse

    Joined:
    Feb 8, 2016
    Messages:
    246
    see, the problem is in the Jbeam. if you want a part to move in a straight line or arc? Easy. there is a special type of node that will lengthen or shorten based on a command. IIRC, thats how pedals, automatic shifters, and headlights move in game.
    For manual shifting, there would need to be built in logic somewhere that knew which nodes to lengthen and shorten for each vehicle. Not only that, but say a sharp turn is coming up, and the driver opts to downshift directly from 4th to 2nd, skipping 3rd all together?. There would need to be separate animations for every possibility, and in order to keep up, it would have to somehow anticipate H- shifter moves before they happened. What if I'm in 3rd gear, and I just suddenly put the car in neutral while moving? shifter goes to the neutral position. okay, but what if I shift from 3 to N to 6 and then to 5? Does the shifter spring into neutral between every gear each time? How do you tell the difference between the neutral between gears and the neutral position you'd use to park?
    TLDR, this would be a nightmare to implement.
     
    • Agree Agree x 1
  4. Littleturdlet

    Littleturdlet
    Expand Collapse

    Joined:
    Feb 12, 2017
    Messages:
    239
    Nodes can't lengthen, I think you are thinking of beams. Pedals and automatic shifters use props (meshes that don't flex and can be animated) and pop up headlights use hydros (beams that can change length).
     
  5. Superchu Frostbite

    Superchu Frostbite
    Expand Collapse

    Joined:
    Feb 8, 2016
    Messages:
    246
    correct, I mistyped. I knew what I meant. I just got all mixed up.
     
    • Like Like x 1
  6. Slammington

    Slammington
    Expand Collapse

    Joined:
    Aug 14, 2014
    Messages:
    1,460
    Indeed, all interior objects are just animated, there's no jbeam at work there to my knowledge.
    And having an animated manual shifter is definitely possible. I recall an old mod (I believe the Honda Del Sol mod that used to be around these forums) that used an animated shifter to pretty good effect.
     
    • Agree Agree x 1
  7. Capkirk

    Capkirk
    Expand Collapse

    Joined:
    Nov 19, 2017
    Messages:
    673
    Both satsumas also use Jbeam Hydros to make their shifter move.
     
    • Like Like x 1
  8. NOCARGO

    NOCARGO
    Expand Collapse

    Joined:
    Apr 1, 2019
    Messages:
    1,514
    Yep, and I recently created a mod for the ETKi but it didn't make the repo because it's overriding vanilla files.
    I'm still considering if I should release it on forums or not.
     
  9. Superchu Frostbite

    Superchu Frostbite
    Expand Collapse

    Joined:
    Feb 8, 2016
    Messages:
    246
    Huh, I suppose my argument is invalid. Thanks for the tip guys.
     
    • Like Like x 1
  10. Kueso

    Kueso
    Expand Collapse

    Joined:
    Oct 14, 2016
    Messages:
    4,461
    i think you made a good point, but yes- shifter movement is possible with a lot of time and trial and error.
    the only issue i see is it kinda stretches the model a bit when you use hydros to move stuff.
    EG, NOCARGO's shifter mod suffers from this.
     
  11. Littleturdlet

    Littleturdlet
    Expand Collapse

    Joined:
    Feb 12, 2017
    Messages:
    239
    A more detailed jbeam could probably fix this problem, but at the cost of performance.
    --- Post updated ---
    Here's a working shifter I made a while ago using props. I got the idea from the bolide track toy by itsyourboy. It uses lua from the sunburst for displaying gears, there is a different shifter model for each gear. The advantage of this is better performance, but unfortunately there is no animation between gears.
     
    • Like Like x 3
    • Agree Agree x 1
  12. Slammington

    Slammington
    Expand Collapse

    Joined:
    Aug 14, 2014
    Messages:
    1,460
    Really? That's pretty interesting, I had no idea hydros were used on such a small scale.
     
  13. Justy4WDTURBO

    Justy4WDTURBO
    Expand Collapse

    Joined:
    May 14, 2016
    Messages:
    648
    And way, way back the CRX Del Sol mod had a moving (jbeamed!) shifter too.
     
    • Like Like x 1
  14. NOCARGO

    NOCARGO
    Expand Collapse

    Joined:
    Apr 1, 2019
    Messages:
    1,514
    Wow that's super cool ! This also crossed my mind when I started making mine. I knew this had to be possible.
    This is the birth of animations imo cause if you code some time intervals between some extra frames (models in his case)
    I gues you can create a moving effect ! Thank you for sharing that :)

    It always does cause the node/beam structure is flexible. I've never put any more attention to reinforcement than needed when I
    made shifters but in case of the ETKi lights it took me hours and hours to prevent the grill, bumper and spoiler lip from moving
    like really moving inches you know. Even if you check out vanilla hydros they stress the structure too. Maybe after a lot (I mean
    really a lot) of time and effort spent on node/beam values something in the form of realistic stresses can be achieved. Anyway
    I'm not really disturbed by a little movement unless it spoils immersion of course. :)
    --- Post updated ---
    Oh yes I'm thinking a lot about creating adjustable electric mirrors too but not before they offer me a decent viewing. ;)
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice