Cancelled [5.1.1 alpha] More Features Mod - Old Thread

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

  1. nick088

    nick088
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    Re: BeamNG - More Features Mod - 4.3 [NEW UPDATE]

    I think there is a problem with the download
     
  2. Dummiesman

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

    Does driveshaft repair unbreak the beam? .-.
     
  3. OMGWTFBBQ2

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

    M'kay thanks.
     
  4. StinchinStein

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


    No, it doesn't "unbreak" the beam, it only redo's what it did to break it in the first place:

    Code:
    local function disableDriveshaft()
        axleFriction = 0
        viscousCoupling = 0
    end
    
    Code:
    local function enableDriveshaft()
        axleFriction = v.data.engine.axleFriction or v.data.engine.axelFriction or 0
        viscousCoupling = v.data.engine.viscousCoupling
    end
    
    - - - Updated - - -


    How so? Please explain.
     
  5. Goosah

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

    kickstarting? what a cool idea. Never seen that in a car game before.
     
  6. Zipppy

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

    Is it possible to map the Start/stop engine to a key? I have a wheel and I don't like reaching over to start the car.
     
  7. StinchinStein

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


    Yeah.. I can make an inputmap if you'd like. Or you can. All you have to do is go to your inputmap directory:
    C:\Program Files (x86)\Steam\steamapps\common\BeamNG.drive\scripts\client\inputmaps

    Then go to your keyboard inputmap

    Then add this to it:
    Code:
    %mm.bindVLuaCmd(keyboard, "e", "drivetrain.startEngine()", "");
    %mm.bindVLuaCmd(keyboard, "shift e", "drivetrain.stopEngine()", "");
    
    
    That will make it so you can start the car with 'e' and stop it with 'shift e'

    - - - Updated - - -

    Yeah, I figured I'd try it out. It came out pretty nicely, but if you're going a high speed with a Hirochi Sunburst, it will destroy the tires xD
     
    #47 StinchinStein, Feb 11, 2015
    Last edited: Feb 11, 2015
  8. Sparks4

    Sparks4
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    Re: BeamNG - More Features Mod - 4.3 [NEW UPDATE]

     
  9. StinchinStein

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

    Could you fix that quote please? I can't read it properly


    EDIT: Nevermind xD

    EDIT: Probably can't make the engine "Throw a rod". I don't know anything about JBeams or particle effects, or sounds in that case.. xD

    I really need to know how to do sounds :/
     
    #49 StinchinStein, Feb 11, 2015
    Last edited: Feb 11, 2015
  10. Sparks4

    Sparks4
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    Re: BeamNG - More Features Mod - 4.3 [NEW UPDATE]

    What i mean is when a engine blows it useually caused by the connecting rods to the pistons snapping causing the engine to shut off.
    Something like this https://www.youtube.com/watch?v=QcFbaG_piQo
    All i want is to make it possible to kill the engine after it reaches its max rpm for a while.

    And exhaust smoke? i want dat (like in ror)

    More specific is just make the engine shut off instantly
     
  11. StinchinStein

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


    The engine does shut off after a while. Once the temp. gets above 105 or so it will start loosing health.

    - - - Updated - - -

    Engine Revving example:

    It's long..



    It takes a good solid 2 minutes to kill.. That's reasonable..

    If you want it less, just tell me
     
    #51 StinchinStein, Feb 11, 2015
    Last edited by a moderator: Oct 21, 2015
  12. speednsnake

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

    The download for 4.3 is broken. Also, neither the auto blinkers nor the cruise control seem to work, at least for 4.2.

    The cruise control, when set to 'enabled = 1' causes the vehicle to slam on the brakes, switch to reverse, and accelerate to redline in reverse. The blinker shutoff simply doesn't work, however other features of the mod do work just fine.
     
  13. StinchinStein

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

    1. Did you set the cruise speed?

    2. Do the autoblinkers work in any way?

    I might have to make a troubleshooting section on the main post.
     
  14. speednsnake

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

    If setting it involves driving to the desired speed while "enabled = 0", clicking the set button, and then changing it to "enabled = 1" then yes, I did set it. And with further testing, the blinkers will turn off while the vehicle is turning at full lock, but they turn back on when the wheel is centered again. I'm running experimental and using version 4.2 because both downloads for 4.3 claimed to be empty. Other than those problems I've been having a lot of fun with the engine switch and the roll starting feature. Both of those should be put into the vanilla game:cool:.
     
  15. StinchinStein

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

    That's not exactly what I had in mind when I made this app.. You have to type the number into the input box about the "set button" then press set. Although I'll probably make that a feature that when you drive a certain speed and press set it will set it at your current speed.
     
  16. cuytastic101

    cuytastic101
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    Re: BeamNG - More Features Mod - 4.3 [NEW UPDATE]

    This mod is awesome, I've been using it since v2 and the latest release works great.
    Idea for a feature: How feasable is it to have audible engine knocking? I'm no programmer, but would it be possible to use the engine damage value to select a different audio loop when below a certain level?
     
  17. StinchinStein

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

    Thanks for the great feedback :)

    I have been trying to figure out sound since the first release.. It's very buggy. I'm hoping to add starting sounds, horn, and maybe some others when I figure it out.
     
  18. Sparks4

    Sparks4
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  19. StinchinStein

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

    Yes... I know it's possible. I just don't know how to do it yet.

    Once I can figure it out, or someone helps me on how to add particles. Then I will add it (probably)

    - - - Updated - - -

    [NEW UPDATE]
    Hey guys! I have formats for Bugs reports now!

    Bug Report:

    Bug: (Please, explain in as much detail as you can)
    Screenshots/Videos: (If any)
    Version of BeamNG.drive:
    Version of my mod:

    Back to the topic...
    v44updatehead.jpg
    I'm releasing a new version of the mod [4.4] in a few minutes and it will include the following features:

    + Set cruise control speed relative to your current speed
     

    Attached Files:

    #59 StinchinStein, Feb 12, 2015
    Last edited: Feb 12, 2015
  20. Zappymouse

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

    Reminds me of the time my mates tried killing a crummy NA MX5 by leaving it on full throttle for a few minutes. There was smoke everywhere- not from the engine but because the exhaust had set fire to the grass underneath. Took it like a champ and was still running fine afterward. :D

    No, that's not how engines die from overrevving unless it had serious problems to begin with, such as a cracked conrod. Like most machinery, production ICEs have a factor of safety for RPM slightly greater than redline (often in the order of a couple hundred RPM of so) to prevent the user from reaching dangerous engine speed. When this engine speed is exceeded, the most common failure in an interference engine is the valves jumping into the combustion chamber and colliding with the piston before they can be pulled back by the spring, causing catastrophic failure.

    One more thing, you're doing that thing again, except with smoke this time instead of fluid leaks. Every single post of yours on this page has something to do with smoke, and it's quite annoying. Your fixations are leading me to believe you're either autistic or 12 years old, leaning toward the latter.
     
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