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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. aljowen

    aljowen
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    What if the axle of each traincar was as far back as possible, so as to be directly under the pivot point for the connection to the next one. Perhaps 1 axle could be stable then?

    Maybe even a more complex hinging mechanism that creates a virtual pivot point that would be in front of the axle of the previous trailer could work too? Which would have the benefit of keeping weight distribution off the cars tow hitch. With ofc the downside being complexity, and potentially being impossible (I don't know the limits of what can be done with more complex hinge designs).
     
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  2. JBatic

    JBatic
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    Imo that defeats the point of them being caravans.
    --- Post updated ---
    I finally got back on my PC for a few minutes so I bumped weight from 6.8 to 10 and increased spring by 9000 which seemed to improve things a bit but I think I have to add more of both when I get on after school tomorrow.
     
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  3. CrashHard

    CrashHard
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    Add more spring force until it gets unstable, then tune it back till its not :)
     
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  4. Blijo

    Blijo
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    Well, this is "just" a new wheel option for many vehicles(so far) and a tow hitch slot for the caravan. Not really my intention to make a good working train from caravans tbh :)
     
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  5. aljowen

    aljowen
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    I totally get that, I was just being pedantic :p
    Its far more fun for them to be unstable anyway :)
     
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  6. burilkovdeni

    burilkovdeni
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    pessima_sla_fastback.png pessima_sla_fastback_1.png
    Rear end sub-frame and running gear stuff.
    --- Post updated ---
    I think that it looks OK.
     
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  7. JBatic

    JBatic
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    what is the unit for node weight?
     
  8. Blijo

    Blijo
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    KG :)
    OT: Throwing Piccolinas against @synsol, I'm at 212m without using hydros or other cheating devices, just nodegrabber to hold it in position and a brave tow hitch

    Please try to make a trebuchet/catapult too, it is fun :D
     
    #20508 Blijo, Feb 20, 2019
    Last edited: Feb 20, 2019
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  9. JBatic

    JBatic
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    I got the weight pretty close, IRL a ford 9 inch weighs 194 lbs and my guess comes in at 198 at a 10 for node weight, 9.8 is 194.04 lbs
     
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  10. Blood-PawWerewolf

    Blood-PawWerewolf
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    So what you guys are doing is pretty much the Beam equivalent of PumpkinChunkin’?
     
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  11. LJ74

    LJ74
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    BeamNGdrive-015037624-RELEASE-x6420_02_20198_49_46PM.png BeamNGdrive-015037624-RELEASE-x6420_02_20198_48_58PM.png
     
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  12. Capkirk

    Capkirk
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    Something for when you need to haul, but don't want turbo lag
    ddtq2.png
    Or for when you want to really haul
    ddtq.png
    Anyone wanna guess what it is?
     
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  13. synsol

    synsol
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    QA Lead
    BeamNG Team

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    that's seems far to me :cool:



    there are two tries on the video , first 215m , and the second a few more, but technically @Blijo trebuchet is nicer
     
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  14. aljowen

    aljowen
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    Presumably the bigger the trebuchet the better? So are there any packaging, or weight rules involved in this, or is it just some informal fun?

    (I think I might try and build one, so I might as well check for compliance issues first :p)
     
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  15. Blijo

    Blijo
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    We haven't made rules.
    I think the rule is to convert as much potential energy into kinetic energy as possible
    Also, I measured my impact distance, not total distance @synsol my poor pico hit the ground after 212m with 160kmh, wonder how far it comes if I let it slide and look at the total distance.

    Maybe someone has time to build a tower from stones?
    I don't :D
    I must look up my calculations for a trebuchet project I did :D
     
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  16. Nicelittle

    Nicelittle
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    20190221114738_1.jpg
    20190221114740_1.jpg
    what have I ruined now...
     
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  17. JBatic

    JBatic
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    add a bunch of cinder-block walls together in a tower shape and make it a spawnable object
     
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  18. BeamDrifter

    BeamDrifter
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    The latter one is Detroit Diesel 12V92, isn't it?
     
  19. Capkirk

    Capkirk
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    Yep. DD 8V92 and DD 12V92 for the T-series. I decided it was lacking in some 2-stroke goodness. As soon as I get the models for the engines sorted, I'll release it.
     
  20. DutchyGamer

    DutchyGamer
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    Not sure what's wrong with my sound..
    but ok
     
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