Outdated More Features Mod 12.0 - BeamNG.drive 0.11.0.x

Discussion in 'Mods and Skins' started by StinchinStein, Dec 19, 2015.

  1. StinchinStein

    StinchinStein
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    Does not help.

    Can you please tell me what you did to get this problem? Did you install it correctly?
     
  2. Amtrak America

    Amtrak America
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    I installed it into mods folder and I dont get the horn or any other sounds
     
  3. Vital

    Vital
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    I know this might sound silly but are you able to do a simple video demostration? I've held down the clutch and it made it into the next gear but as soon as I let go of the clutch the engine died, what did I forget to do?
     
  4. Drivver

    Drivver
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    @Vital have you ever driven manual transmission car? You have to add a little bit of gas, and slowly let clutch pedal go, while adding more gas. And don't forget about parking brake :D
     
  5. Jorlman

    Jorlman
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    Hahahaha, oh boy it's first day at driving school all over again

    First of all, what kind of controller are you using? Assuming you have the clutch mapped to an axis, you can either:
    1-Depress the clutch SLOWLY until you start slowly moving forward, and then give a little gas
    2-Rev the engine before depressing the clutch, and then depress it
    3-Floor that hammer down and violently let go of the clutch burning wheel and launching at supersonic speed in your Covet

    If you are not using an analog axis for the clutch, then option 3 is pretty much all your options.
    I'm at the moment finishing a button box and maybe I'll make a little demo video of the functions of this mod

    WhatsApp-Image-20160503.jpg

    It even has a little key to start
     
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  6. Vital

    Vital
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    It get's more entertaining. I rely on a keyboard and mouse. These are currently the key's i've set up.
     

    Attached Files:

    • BeamNG.drive - 0.5.5.0.2290 - x64 - DX11_2016-05-04_21-07-16.jpg
  7. Jorlman

    Jorlman
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    Oh, damn. How can you throttle and steer at the same time? (Maybe I'm wrong but with that image I picture you have to move the mouse to steer and press the arrows to throttle/brake, while the clutch is on the other side of the keyboard)

    I guess you have to rev up and use Option 3 of the three I mentioned

    If it keeps mis-shifting, I'll try to replicate it
     
  8. Vital

    Vital
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    there would be a 5 second delay between shift up/down times as I have to do the procedure, God the joys of using keyaboard and mouse for everything
     
  9. StinchinStein

    StinchinStein
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    More Features Mod 7.7 Released!
    • Engine no longer tries to start when "engineDisabled == true"
    • Added startPitchModifier to start sound (for heavy or light vehicles..?)
    • Hazards appear on crash
    • Vehicle alarm for SBR4, Sunburst, ETK 800, and Pessima!

    Vehicle Alarm:
    The vehicle alarm engages when you crash at a high speed (gForce > 260) or if the engine is off (gForce > 12). You can disable the alarm by respawning the vehicle or starting it (if you can)

    Have fun and report bugs!

    Also, the vehicle alarms are experimental, but I bet you already knew that! Tell me what should change down below!

    Download in OP!
     
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  10. Vital

    Vital
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    It appears when you go over big bumps and cause minor damage to the vehicle the "hazzard" light sound is triggered. It may need a re-set button or changed sensitivity
     
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  11. Superbird11

    Superbird11
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    Hazards dont start aside from the pessima. Are they also supposed to start on other vehicles like the miramar?
     
  12. Jorlman

    Jorlman
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    Nice! Things I noticed:

    -On the old pessima, the alarm sounds just for a while, then stops along with the blinker noises (but the hazard lights keep blinking)
    -On the new pessima, you can still "try to start" the engine when it's damaged, not on the rest of the vehicles, that I'm aware of. Is that what you meant with "Engine no longer tries to start when "engineDisabled == true"? Because I actually like to be able to hear that noise when the engine is damaged, adds dramatism :p. Also, I think that should sound as long as the electrical starter engine is not damaged, and as far as I know, beamng still has not implemented engine starters so...
    -The alarm is maybe a tiny bit too sensitive. It goes off too easily, specially on the SBR4, it even goes sometimes when I stall the engine because of the sudden stop (maybe that also happens on real cars? I don't know, I've never driven a car with that feature)
    -Should the 1980 have that feature anyways? Because I've noticed that there's no dedicated .lua file for that car, there's just "pessima"!

    And, personal suggestions:

    -I think we should be able to stop the alarm by pressing the hazard lights button with the engine off (also don't know if that would be accurate)
    -I noticed this from previous updates, but it's just me or does the engine start have a little bit of delay since you press the button until the sound starts? Like, 0,2 secs, not a big deal anyways

    And a stuppid unrelated little suggestion:
    -Would be cool to have an optional dedicated button to "flash" high beams (a toggle button that flash them regardless if you have the normal headlights on or not), like in real cars. I actually suggested this on the forums but nobody answered me, maybe the devs will implement that in the future, I don't know. It's just a silly thing that would add to the inmersion.
     
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  13. StinchinStein

    StinchinStein
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    Yeah.. I was debugging this issue earlier, I thought I fixed it but apparently not. If I can't fix it I might just have the blinkers go off when a big crash occurs instead of both the blinkers and alarm, not sure. It happens with all the sounds in the MFM.

    The starter sound should play always, the engine just wouldn't turn on, it would constantly play the start sound. I'll see what I can do about it though.

    Will fiddle with this a bit more. Like I said, experimental! :)

    It shouldn't, but they both have the same name so it's hard to differentiate the two. I'll see what I can do.

    For information on what I plan on doing in a future update visit (https://trello.com/b/trSYy2r4/beamng-drive-more-features-mod) I will still post updates here, this is just for people who want to know what I'm doing/what I've done so far.
    Note: Anything you see is not final and features could be added or removed from the list.
     
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  14. Jorlman

    Jorlman
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    Ahh, ok, that's just what I was talking about, I love to hear that sound in loop when the engine is dead.

    Also love the idea of being able to see what you're working on but that link gives me a 404 error? I don't know what trello is but it says it might be a private board (?) Should I register on that web?
     
  15. StinchinStein

    StinchinStein
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    Nope, I forgot to make it public.. lol should work fine now.
     
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  16. Jorlman

    Jorlman
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    Cool, it works! Seems promising. Also, for the look of that neat 6/6 checklist on the 7.71 I guess the update's coming soon?
     
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  17. clayton8or

    clayton8or
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    Holy shit finally engine stalling!! after just getting a h shifter for my wheel the only game i had that had proper stalling and clutch simulation was dirt rally but now i can use beamng which was my original plan.
    You sir are a wonderful person for making this.
     
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  18. StinchinStein

    StinchinStein
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    More Features Mod 7.71:
    • Fixed hazards engaging on every vehicle
    • Alarms engages when the vehicle is fully off (or in a high crash)
    • You can turn the alarm off by either turning the vehicle on, or using the hazards.
    • Start sounds work immediately now.
    MFM 7.72 will fix some other issues (if I can reproduce them), decided to push this update anyway.

    Download in OP.
     
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  19. Jorlman

    Jorlman
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    A perfect moment for this update. Finished the button box and I had to do this. This is astoundingly satisfying to play.

    Also, an educational tool to warn of the dangers of driving and recording


     
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  20. B727ClassicFlyer

    B727ClassicFlyer
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    What about a key that lets you turn the car alarm on/off at will? I think the V or B keys will be suitable for this.

    Also what speed range is needed for the alarm to go off? Just curious, because I've seen some IIHS small overlap crash tests where the alarm went off at 40 MPH.
     
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