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0.15 Discussion Thread - READ #1 POST!

Discussion in 'General Discussion' started by Nadeox1, Dec 20, 2018.

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  1. Diamondback

    Diamondback
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    There is no difference with old automatics whether you are using a wheel or not.
     
  2. Capkirk

    Capkirk
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    Yes, but that's only because kickdown isn't implemented in BeamNG. If you look at the shift decision debug, you'll see the transmissions in newer cars are using much more advanced logic. Older hydraulic transmissions just use throttle position with some smoothing to determine what gear to be in.
     
    • Agree Agree x 1
  3. The Raccoon

    The Raccoon
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    I use keyboard and when driving an auto (Lets say an normal D15) it will hesitate for a second and then kick into a higher gear when you floor it (can apply to all autos)
     
  4. rocksim

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    I think I'm being misunderstood. If you floor it all over the place in a newer car, it will keep the revs up because it thinks you are driving fast and want to get the most power. In anything newer than a sunburst, yes, I can see that being a feature of the car. However, it also seems that older transmissions do that as well. I might be me going crazy. The reason I brought up the steering wheel thing is that when you're playing with a keyboard, its either full throttle or nothing so the shift agression will most likely be very high. But on a wheel when you floor it and then drive calm, it still keeps the revs up for a while. This would be fine on a newer car, but an older car wouldn't do this.
     
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  5. Capkirk

    Capkirk
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    Electronic transmissions that behave like that first started showing up in the 80s. The D-series, Legran, Grand Marshall, etc, all use smart transmission behavior. The moonhawk uses more basic transmission behavior. And anyway, even hydraulic transmissions can hold gears, they often used pretty complicated mechanisms to hold hydraulic pressure longer to prevent upshifts.
     
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  6. rocksim

    rocksim
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    Something else, how does the 2 step system work? What cars does it work on, what parts have to be equipped, etc as I can’t seem to get it to work.
     
  7. Nadeox1

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    Video - Click to Play - Direct Link

    After you enable it, pressing both accelerator and brake will make the RPM rise to your 'target RPM'.
    IIRC** it's available on the modern vehicles, as it's part of ESC.
     
    • Informative Informative x 1
  8. Michaelflat

    Michaelflat
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    Is the bus transmission supposed to have the shiftpoints it does? they are a little bit conservative shifting at 1850RPM, the engine could do with winding up to 2000RPM and a little more, or is this on purpose, like real life operators toning down the bus kickdown to save fuel :p (still can get around it using hold gears)
     
  9. default0.0player

    default0.0player
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    This is a feature not a bug. Big diesels' powerband is somewhere below redline. This is true in the bus and the semi
    BeamNGdrive-015057940-RELEASE-x642019_3_311_17_50.png
    For example this engine redline is 2500RPM. However you(or the automatic) want to shift at 2000RPM when max acceleration is needed. Shift at 2500RPM will actually reduce acceleration.
     
  10. Michaelflat

    Michaelflat
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    yeah but the bus diesel has a little bit extra it could do, as per the torque curve.. you miss out on about 30hp or so, not much but does mean that once the upshift has completed, there is less power than if the bus held the gears a little longer..

    Also i think the bus needs a temperature warning light to come on when the coolant temp goes above 110c or so, since not only is the temp gauge invisible from default cockpit view, it should have a warning in place in anycase, modern buses have a warning buzzer actually
     
  11. default0.0player

    default0.0player
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    The problem is that although the bus has a manual mode in the automatic gearbox, it even dosen't have RPM gauge.
     
  12. Michaelflat

    Michaelflat
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    true, i think the air gauge should maybe change to a warning light/buzzer, or a much smaller gauge..

    Is there supposed to be a complete lack of streetlights in Italy?
     
    #452 Michaelflat, Mar 3, 2019
    Last edited: Mar 3, 2019
  13. SergentFido

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    I already reported this bug and i know it's on a To Do list, but here is a little reminder, as i don't see this bug in the known list and it's still there in 0.15.0.5.

    Glasses of cars are always in the shadow, which means there are also always without specular light.
    Here are 0.14 version VS 0.15 :
    screenshot_2018-12-05_21-30-08.jpg screenshot_2018-12-05_21-21-56.jpg

    And below, we can see that before, in 0.14 version, glasses where always in light, so never receiving cast shadows from buildings and other objects :

    screenshot_2018-12-07_20-50-13.jpg screenshot_2018-12-07_20-50-32.jpg


    In 0.15 it's the opposite, it's like always covered by a shadow (see picture 2)
    Ideally it would be great that glasses could receive shadows as the other parts of the car, but if not possible it would be nice for them to be just like in 0.14.
    Of course i'm posting this because my next update of my mod rely on the dusty glasses i made for a big range of rusty and abandoned cars, but on vanilla cars, consequences of this bug is that broken glasses are way darker than before. And of course no specular breaks the visual flow when turning around a car.
    Thank you for reading :) Have a great day !
     
    • Agree Agree x 2
    • Informative Informative x 1
  14. MRcrash

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    @devs
    I've found this line in the 0.15 changelog:
    • Electric servo device now has settable min/max angles
    Can I find a servo like that in some official content? If not, how does a jbeam section for it look?
    And is it possible to assign custom electrics as an imput for the servo?
     
  15. Nadeox1

    Nadeox1
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    This is a known issue, low-priority among other issues related to transparent materials.
    I suppose you are using the 'Transparency' box with 'LerpAlpha' mode? Because no transparent shadows are there, they may not look right in certain conditions.
    Try using 'AlphaThreshold' instead (this won't allow you to have semi-trasparent material, but shadows will show up right.
     
  16. SergentFido

    SergentFido
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    Well in fact, i just would like glass or semi-transparents parts to work just like they were working in 0.14. Something changed in 0.15 making them being considered like always in the shadow, when before they were considered as always in light. I use glasses just like vanilla cars use them, and indeed, vanilla cars have now darker semi-transparent glasses than they used to have in 0.14 and before (new pessima headlight textures, broken textures with details and so on). I'm aware that many things changed in the rendering to make the game faster and this is a side effect from the changes i guess.
    About the advanced parameters you told me, as said before i'm just sticking to how vanilla cars glass materials.cs are done :) I jus added a new diffuse for the dust, which worked well in 0.14 and became dark grey just when 0.15 was released.
     
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  17. Diamondback

    Diamondback
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    No, there is no public content using this.

    Here's a jbeam snippet to get you started:
    Code:
        "powertrain": [
            ["type", "name", "inputName", "inputIndex"],
            ["electricServo", "rotationServo", "dummy", 0, {"connectedRotator":"turret_ring", "gearRatio": 0.1, "rotationMode":"shortest"}],
            ["electricServo", "elevationServo", "dummy", 0, {"connectedRotator":"turret_elevation", "gearRatio": 0.1, "rotationMode":"shortest"}],
       ],
        "rotationServo": {
            "maxRPM":50,
            "stallTorque":5000000,
            "friction":150,
            "dynamicFriction":10,
            "angularSpring":10
       },
        "elevationServo": {
            "maxRPM":20,
            "stallTorque":100000,
            "friction":250,
            "dynamicFriction":10,
            "angularSpring":50
       },
    Electric servos are controlled, by directly setting their target angle in lua, they can't be controlled by an electrics value.
     
    • Informative Informative x 2
  18. MRcrash

    MRcrash
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    Thank you very much!
     
  19. Diamondback

    Diamondback
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    Note, these are suuuuper massive servos, depending on what you want to do, you obviously need to massively reduce the torque and stuff.
     
    • Informative Informative x 2
  20. skyeyemx

    skyeyemx
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    Any car with a CVT tends to start "shaking" when driven hard for long. It happens with the Sunburst 1.8 with a CVT (very noticeable when equipped with a more powerful engine), as well as any vehicle I hook up a CVT to (through Jbeam editing)

    Here's a video to demonstrate the shaking:
     

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