Cancelled [5.1.1 alpha] More Features Mod - Old Thread

Discussion in 'Mods and Skins' started by StinchinStein, Jan 2, 2015.

  1. StinchinStein

    StinchinStein
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    Re: BeamNG - More Features Mod - 4.1 [RECODE #2]

    No no no, I created this one while he was making his. I posted this one first, but he was developing his when I did..

    You can choose whichever you want ;)


    Got any suggestions to add?
     
  2. Atomix

    Atomix
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    Re: BeamNG - More Features Mod - 4.1 [RECODE #2]

    Request:
    Hi, could you make a app to break the engine mounts on a vehicle so that the engine would fall out more easily?
     
  3. StinchinStein

    StinchinStein
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    Re: BeamNG - More Features Mod - 4.1 [RECODE #2]

    Hmm. maybe I should start learning JBeams... I'm not sure how to do anything with Modeling and nodes yet...
     
  4. KennyWah

    KennyWah
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    Re: BeamNG - More Features Mod - 4.1 [RECODE #2]

    This is jbeam related, due to the fact that everything but the sunburst has no break-groups on the engines this would require jbeam to do.
     
  5. StinchinStein

    StinchinStein
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    Re: BeamNG - More Features Mod - 4.1 [RECODE #2]

    Yeah...


    ​Off-That-Topic:
    I'm hoping to get the engine flooding in the new update :)

    - - - Updated - - -

    Yet another NEW update!

    This update adds the following:
    + Kickstarting (Pop-Starting) Manual Vehicles!
    + Engine Flooding!

    Have fun :)
     
  6. OMGWTFBBQ2

    OMGWTFBBQ2
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    Re: BeamNG - Better Engine Mod (Suggestions Accepted) - 2.0

    You could do it by making the game play shortened versions of songs in a loop but in 1 single audio file (just edit them together with a 2 second silence between songs) like 4-5 songs. I dont know if this is possible with this game though...
     
  7. StinchinStein

    StinchinStein
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    Re: BeamNG - Better Engine Mod (Suggestions Accepted) - 2.0

    That's one major problem I've been having.. Sound only plays when I activate it and my car is going a certain speed (or something like that)

    If anyone knows how to do sound, please tell me :)
     
  8. Rydog106

    Rydog106
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    Re: BeamNG - More Features Mod - 4.2 [RECODE #2]

    My heat, damage, flooded gauge doesnt work. All it say's is NaN?
     
  9. StinchinStein

    StinchinStein
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    Re: BeamNG - More Features Mod - 4.2 [RECODE #2]

    Did you install the drivetrain, electrics, and guistreams lua files?
     
  10. Rydog106

    Rydog106
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    Re: BeamNG - More Features Mod - 4.2 [RECODE #2]

    No just did and know the temp is right around 90 and barely moving?
    The damage doesn't move at all it just sits at 100?
     
  11. StinchinStein

    StinchinStein
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    Re: BeamNG - More Features Mod - 4.2 [RECODE #2]

    Yeah, I still need to tweak stuff here and there

    The temp only increases if you're revving your engine maxed out

    The damage only goes down after Temp 105 or so

    Yeah... I'll increase the temperature increase to make it faster
     
  12. Rydog106

    Rydog106
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    Re: BeamNG - More Features Mod - 4.2 [RECODE #2]

    Okay i see that now. Just had it pinned and walked away came back with 107 temp and dead engine.
    Love the mod! Keep up the good work!
     
  13. StinchinStein

    StinchinStein
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    Re: BeamNG - More Features Mod - 4.2 [RECODE #2]


    Alright. Thanks :)

    I'll be adding engine stalling in the next update



    EDIT:

    I'll release 4.3 tonight (EST) with the following:
    + Engine Stalling
    + Repair Driveshaft, for whoever wants to keep driving when they break it ;)
     
  14. Godzilla!

    Godzilla!
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    Re: BeamNG - More Features Mod - 4.2 [RECODE #2]

    I installed this and nothing loads, sometimes no map and no car. Also, after a minute from loading the map, I get the Crash to Desktop error.
    -Update-
    WinRAR forgot to put the guistreams.lua into the folder, it works now.
     
  15. StinchinStein

    StinchinStein
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    Re: BeamNG - More Features Mod - 4.2 [RECODE #2]

    1. What map are you loading?

    2. Does it show anything in the console that could give me any ideas what could be happening?

    3. Did you install everything correctly? (Make sure your running the right experimental version, and have all my files overwrite the current drivetrain, electrics, and guistreams)

    EDIT: Nevermind then.. xD
     
  16. Svpracer

    Svpracer
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    Re: BeamNG - More Features Mod - 4.2 [RECODE #2]

    Great mod!
    Suggestion... Can you add the hazards on crash script (from Davidbc) to your electrics file? It's becoming a pain to constantly have to copy it...
     
  17. StinchinStein

    StinchinStein
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    Re: BeamNG - More Features Mod - 4.2 [RECODE #2]

    Hmm.. I might not understand what you mean by that.

    I have my own crash script with automatic hazards that deploy after a certain GForce.

    Do you mean move it from my app to the electrics.lua?

    - - - Updated - - -

    4.3 IS RELEASED!

    Features in 4.3:
    + Engine Starts Off
    + Stalling
    + Steer Range
    + Repair Driveshaft

    You currently need the EngineButtons app to start the engine!

    Download below and in main post!


     

    Attached Files:

  18. Svpracer

    Svpracer
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    Re: BeamNG - More Features Mod - 4.2 [RECODE #2]

    Yes...
     
  19. OMGWTFBBQ2

    OMGWTFBBQ2
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    Re: BeamNG - More Features Mod - 4.3 [NEW UPDATE]

    How would someone go around and install this mod?
     
  20. Svpracer

    Svpracer
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    Re: BeamNG - More Features Mod - 4.3 [NEW UPDATE]

    Unpack the .zip and copy both folders to your BeamNG.drive folder located under your steam install directory. Replace all files when Window prompts you to.
     
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