Re: BeamNG - More Features Mod - 4.3 [NEW UPDATE] Haha, that must have been fun. Nice to see it runs fine xD Yeah.. It is getting quite annoying, although I did say that I don't know how to do anything with "visual effects" such as models, JBeams, etc... Don't worry.. If I figure out how to do something like that.. I WILL. P.S. When I registered I didn't see the age requirement.. lol. I'm only 14.
Re: BeamNG - More Features Mod - 4.4 [NEW UPDATE] You... you released another new version? With no smoke? Also no fluids? I think you should make smoke and fluid leaks! Or like, maybe, fluid leaks and smoke! please catch the sarcasm and dont hate me
Re: BeamNG - More Features Mod - 4.4 [NEW UPDATE] New version release today! Features In 4.5: + Keyboard input map for (E to start; Shift-E to stop) + When you spawn vehicles; they are already started. + Fixed some parts of the flood code + Resized Engine Stats App - - - Updated - - - More Features Mod 4.6 RELEASED! This update has completely redone the Apps! Almost everything is in two apps now! -------------------------- Download below & in main post! This could be buggy.. please report any bugs you find to me and I will try to fix them
Re: BeamNG - More Features Mod - 4.6 [NEW APP UI UPDATE!] So far I found two bugs in the new version (4.6) The first one is that the hazards stay on after you respawn your car. The second one is that your engine stays flooded after you respawn your car. These glitches only happen if you hit R on your keyboard. They don't happen if you hit CTRL + R. BTW: I have the newest version of BeamNG (3.7.6)
Re: BeamNG - More Features Mod - 4.6 [NEW APP UI UPDATE!] I am on the latest experimental update and 4.6 of your mod. using "main application" to set the cruise control, the speed is off, 10 makes it go 15, and so on, its off by more as i set it higher, and i cant turn it back off.
Re: BeamNG - More Features Mod - 4.6 [NEW APP UI UPDATE!] I think its because it doesnt reload the lua scripts or something and the mod doesnt run just get used to reload or CTRL + R
Re: BeamNG - More Features Mod - 4.6 [NEW APP UI UPDATE!] Hey StinchinStien, love your mod. Since your mod is the only engine mod that is up to date, I have a suggestion for the next release. Dummiesman's engine mod had a rev limiter that bounced the RPM back when you hit maximum RPM, could you add that? It's pretty easy, just subtract 100 RPM once the limit is hit. Thanks. Keep up the good work!
Re: BeamNG - More Features Mod - 4.6 [NEW APP UI UPDATE!] I'll think about it - - - Updated - - - I've known about this bug. I'm still in the process of fixing some stuff. - - - Updated - - - No, it's the mods fault. I haven't made it so that when it initializes it resets the values I've set for my mod. I'll fix it in a version or two from now
Re: BeamNG - More Features Mod - 4.6 [NEW APP UI UPDATE!] With regards to the engine staying flooded after a re spawn maybe you could make lemonade from lemons. You could have the user simply hold down the starter button until it pumps out the water and lowers the flood value to an acceptable level before the vehicle would start. Doing so could also drain the battery, eventually rendering the vehicle useless, which would give the volt meter a use. Just a thought, I saw you mentioned earlier that you haven't learned all the nuances of modding this game but this kind of thing sounds right up you alley. Also, it might be more realistic if the flood value killed the engine at like 10 instead of 100. Engines tend to be really unforgiving when it comes to water. Keep up the good work man.
Re: BeamNG - More Features Mod - 4.6 [NEW APP UI UPDATE!] Great suggestion! I might add that in the next update or so. (Although it might take some time)
Re: BeamNG - More Features Mod - 4.6 [Updated 2.16.15] How do I get to "Local Files" from the Properties menu?
Re: BeamNG - More Features Mod - 4.6 [Updated 2.16.15] It should show it on the top part of the window it opened.
Re: BeamNG - More Features Mod - 4.6 [Updated 2.16.15] Also, I just found it, but I downloaded V 4.6, and the engine keeps cutting in and out, and when I repair the driveshaft, it completely stops the engine.
Re: BeamNG - More Features Mod - 4.6 [Updated 2.16.15] I wonder if it would be possible to make some sort of a feature that would allow you to specify/limit how much horsepower would the engine (so us keyboard users woudln't spin the wheels everytime we pushed the w key) for leisurely driving. This could also be implemented in some form of levels (low, medium, maximum) instead of a slider. If you really wanted you could have this implemented into the cruise control app so for example when accelerating to 45 mph you wouldn't use all the engine's power and you'd get up to speed like you would in real life. This would be a really cool feature that I'd love to see included in this awesome mod.
Re: BeamNG - More Features Mod - 4.6 [Updated 2.16.15] Last post was 52 minutes ago, hopefully I don't get yelled at for bumping an old thread. Just wanted to add that this mod is a good idea. Really liking the repair driveshaft feature. I usually just make it unbreakable in the suspension file.
Re: BeamNG - More Features Mod - 4.6 [Updated 2.16.15] Hmm.. I'll have to look into that. That is probably because they wheels are gettings caught on something, nothing to do with my mod, it's probably just a severe crash. Does it gradually decrease or instantly decrease? - - - Updated - - - That's probably because you're using km/h instead of MPH. I'm using MPH for this mod.
Re: BeamNG - More Features Mod - 4.6 [Updated 2.16.15] The RPM freezes, and it just makes the noise when the driveshaft is broken. UPDATE: Also, the engine doesn't flood like it's supposed to when driven into water
Re: BeamNG - More Features Mod - 4.7 [UPDATED TO 0.3.7.7] This mod has been updated to version 0.3.7.7 of BeamNG.drive! Enjoy! Note: I will probably be fixing a lot of bugs you guys have been reporting as well as adding some features for v4.8
Re: BeamNG - More Features Mod - 4.7 [UPDATED TO 0.3.7.7] Hi everyone. i was thinking, after some laps around a track the engine temp would go too high and eventually damage the engine even if you drove it some what hard but not past the rev limiter. i would like to see the the point when the coolant temp starts to increase raised closer to redline and if it can be done every time you push it to the rev limit you recieve some engine damage. then if you have too much engine damage that the engine would start to bog down kinda like when you drive it through deep water and get flood damage. just some thoughts.
Re: BeamNG - More Features Mod - 4.7 [UPDATED TO 0.3.7.7] This mod is awesome! Only wish you could work on repairing other parts of the car like steering and suspension...maybe add a button to fix tires(as in inflate them).