Outdated More Features Mod 12.0 - BeamNG.drive 0.11.0.x

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

  1. Josh

    Josh
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    @StinchinStein

    I looked on the preview page and I spied transmission and torque convertor simulation on the list.

    Can't wait to see whatcha come up with as beam needs this improved power train simulation.
     
  2. Josh

    Josh
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    @StinchinStein

    here is a few ideas for your advanced transmission simulation.

    If you can some how figure out how to slip in option/selection for a high stall torque converter (so we can get some good launches/spool turbos etc etc).

    or maybe a "trans brake".

    These two features would be so amazing.

    here is a example of a trans brake.





    (What it does it "locks" the transmission in 1st and reverse so you can bring your rpms up for staging/spooling up turbos while your staging at the tree for a drag race etc)

    Here's a few links that explains how trans brakes work.

    http://www.racingjunk.com/news/2015/03/10/drag-race-101-what-is-a-trans-brake-and-why-do-i-need-one/

    https://en.wikipedia.org/wiki/Transbrake


    Here is a few links explaining torque converter stall speeds.

    (in very basic terms stall speed is the rpm before the torque converter will start to transfer power to the ground.)



    http://bankspower.com/techarticles/show/10-Understanding-Stall-Speed

    http://www.badasscars.com/index.cfm/page/ptype=product/product_id=78/prd78.htm

    http://www.speedwaymotors.com/Tech/transmission-how-to-choose-a-torque-converter.html

    Here is a few videos explaining how torque converters work.





    I know this is asking for a lot of things, but if you could possibly add these features in, it would be amazing.

    Just a few ideas for you to think about :).

    Thanks
     
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  3. Superbird11

    Superbird11
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    Still no crash hazards other than on the three cars with the alarm. Did I understand something wrong here?
     
  4. Neidjel

    Neidjel
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    I'm not sure whether this is intentional or not (and also haven't tested it as I'm not near my pc atm) but it does seem more realistic that way (to me at least) since I haven't seen older cars with that feature.

    Feel free to prove me wrong though, if I am.
     
  5. Riebulka

    Riebulka
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    Is it just for me , but the crusher, spinner does not work with this mod
     
  6. StinchinStein

    StinchinStein
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    Link to the mod please? :)
    Nevermind, it isn't a mod :|
    Will look into it.
     
    #266 StinchinStein, May 6, 2016
    Last edited: May 6, 2016
  7. JONONY

    JONONY
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    @StinchinStein Maybe you can add a door ajar chime? That will be great !
     
  8. StinchinStein

    StinchinStein
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    More Features Mod 7.72 Released:
    • Pressing "G" will enable/disable the alarm at will.
    • Fixed issues with props
    • Mod detects vehicle information now
    • Added sirens to police cars (only works with light bar on top of it)
    • Mod only enables when the vehicle type is either: Aircraft, Car, Truck, Small Vehicle.
    • The mod now alerts you when the mod isn't running for a specific vehicle.
    Download in OP :)
     
    • Like Like x 1
  9. Josh

    Josh
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  10. StinchinStein

    StinchinStein
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    ALT+M, that's a feature built in the game, I just added the sounds.
     
  11. KozyKat

    KozyKat
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    I really like your mod! But id do have some things to suggest: Not all car horns are the the alike. The horn you have now is from what it sounds like, an American car, but a Japanese car, like the Pessima, has a horn that sounds something like this:

    A chime on start-up most cars have a chime when you turn the key to accessory mode.
    ( I know it says door chime, but it's the same thing.) Also, the Roamer seems to be period correct for a car alarm, and a way to turn off daytime running lights when the car is off. Other than those suggestions, it's a great mod, keep up the good work!
     
    #271 KozyKat, May 7, 2016
    Last edited: May 7, 2016
  12. B727ClassicFlyer

    B727ClassicFlyer
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    Not only that, the SRS Airbag light should come on and flash 7 times after the ignition comes on. The SRS Airbag light looks something like this:

    --- Post updated ---
    To be honest, the siren sounds poorly looped and too generic. ALT+M seems too complex for a single siren. I would recommend the siren key be changed to the B key (for simplicity sake).

    I would also recommend the siren be changed to something that sounds more like this PROPERLY LOOPED.
     
  13. KozyKat

    KozyKat
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    I don't think they need an Airbag light because, well, we don't have Airbags. :p
    I guess we do have Airbag steering wheels, though.
     
  14. B727ClassicFlyer

    B727ClassicFlyer
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    But it would make sense to have an Airbag light because what car doesn't have an airbag light but does have a airbag steering wheel? o_O
     
  15. StinchinStein

    StinchinStein
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    That's what experimenting is all about ;)
    Never said a feature would be perfect when I release it, but I try my best to do so.

    Not my decision for the siren, the BeamNG developers set that to enable/disable the roof lights, and I only have so many keys I can use before they don't work. In other words, not every single key is at my disposal, I'm using deprecated functions for key inputs (got to find a better way to handle key inputs, but this will have to do for now).

    I can't add an airbag light, I can only modify the current lights.
     
  16. blueshift

    blueshift
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    Found a bug: Horn does not work with the T-Series. Ignore this one, the game was just acting up.
    Found a bug: The siren starting on the police Grand Marshal is delayed by about 5 seconds compared to the immediate response of the Sunburst police variant.

    Also, would it be possible to be able to control the police lights on a police car independently of the sirens?
     
    #276 blueshift, May 7, 2016
    Last edited: May 8, 2016
  17. Josh

    Josh
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    @StinchinStein

    I can't seem to get the TLC working with 7.72

    Says "MFM is disabled for this vehicle"

    (http://www.beamng.com/threads/tlc-100-renewed.24709/#post-363189)

    Code:
    
    {
        "vehicleName": "TLC 100", //The name of the vehicle (unused right now)
        "stallRPM": 500, //The RPM that the vehicle stalls at
        "startPitchModifier": 0.9,
    
    }
    
    
    http://www.beamng.com/threads/tlc-100-renewed.24709/#post-363189

    File name is TLC 100.json

    I tried
    Code:
    "compatibleWithMod": true, //Disables the More Features Mod entirely if the mod conflicts with it
    and

    Code:
    "compatibleWithMod": false, //Disables the More Features Mod entirely if the mod conflicts with it

    i'm I missing something?

    Thanks bud.
     
  18. StinchinStein

    StinchinStein
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    More Features Mod 7.73 Released, not a big update, mostly fixes / better code system (better for me!)
    • RPM is actually zero when vehicle is off (used to go to 5 rpm or near it)
    • Siren sounds tweaked (will tweak more later)
    • Moved lua code to seperate files for better organization. (have to do a lot more with this..)
    • Improved bump starting logic
    • The MFM should be enabled on most mods now (need to find a better fix for this, but this will do for now)
    NOTE: Since I moved the code around for better organization, there could be bugs, report them so I can fix it! :)

    Download in OP.
     
    • Like Like x 3
  19. Jorlman

    Jorlman
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    Oh, so was the ~5rpm issue the reason of that low rumbling with the engine off? Glad to hear it's fixed

    Will report any bug I see
     
  20. IvanGF14

    IvanGF14
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    Can you add that sound when you put the vehicle in on, before starting it? At least as a option, because i liked it too much and i miss it :(
     
    • Like Like x 1
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