@TDK, I'm interested about Detroit locker sound, do you guys have plans to add such? My understanding is that viscous type set to high enough values would simulate functionality, but for sound effect I guess it would need code to initiate sound whenever speed difference of wheels is equalized by diff code, ie. when locking happens, that might be Diamondback's are of course.
Here's what I was using at the time. Moonhawk terrible and I was on Grid map near the dirt path test area.
For some reason if I put 16x8 front wheels to Grand Marshal they will break when I try to turn the steering wheel when moving or not. Might be caused by race suspension but I'm not sure.
There's a fairly significant hole in the water up above the dam, which is most plainly visible when the camera is directly above it.
So, I was reading the devblog, when something caught my eye This seems awesome, and I'm sure a lot of other people will be excited about this too. However, I have no idea how to implement this, and I can't find any mention of it in any stock vehicles or LUA files. so, could a dev give some insight on how this works?
Diff's isn't something on the immediate list, but I will add it to our overall list - it's not something that I for one had thought about yet. Thanks for that. These sort of requests could go in the Audio Feedback thread btw - then it's all in one place for us --- Post updated --- Thanks for that reference @fufsgfen - that's fixed now and should be in the next hotfix.
This may have been mentioned already... or perhaps it was removed for some reason and I just missed it. The node grabber allows you to "pin" nodes up in the air so you can basically hang a vehicle by a few nodes up off the ground. This is very helpful for creating driveline animations as you can just pop it in drive and then don't have to chase the vehicle with the camera to see if your animations are set up correctly or not. Well, the only issue that I have found with this last update (again... might not actually be an issue) is that when a vehicle is pinned by the node grabber, you used to be able to hit Ctrl + R to reload your vehicle and the nodes would stay pinned where they were. Naturally this was super convenient for quick changes to drivelines like adjusting an angle or something. Anyways... it does not appear that this behavior happens anymore. Now when I hit Ctrl + R the pinned nodes get reset and the vehicle just drops to the ground. If this behavior was unintentional, then just ignore this, but it would be nice to have it back.
I used this too, sometimes randomly it did unpin at old version, but it was really handy feature or maybe it was a bug?
I think they removed it, since if you pressed reset then the car would teleport away and then the nodes will be pulled quite hard, ripping parts off the car. But this shouldn't happen with CTRL+R as that respawns in place.
Yeah, that's exactly what I mean... I don't know whether it was intentional behavior or if it just happened that way on accident and it itself was actually a bug. Yeah, I understood it not working with "I" as that could end up with catastrophic results... but with Ctrl + R it was a nice, handy little feature.
Thanks everyone for the feedback. Fixed nodes were removed directly as a response to complaints about those 'catastrophic' results you mention. I will add that back to the Ctrl+R use case in a future update, so that you can keep the car pinned while modifying parts. This may or may not work, since the nodes may appear/disappear after modifying the vehicle, but the sim will do the best it can to keep grabbed nodes working.
okkk Spoiler: 2 --- Post updated --- and Spoiler: 1 --- Post updated --- and Spoiler: 3 --- Post updated --- and