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 - 4.8 [UPDATED TO 0.3.8.0]


    No problem.

    I want to, but I don't know how to do particles, but if someone would like to tell me how, that would be nice :)
     
  2. vladmir poopin

    vladmir poopin
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    Re: BeamNG - More Features Mod - 4.8 [UPDATED TO 0.3.8.0]

    dummisman had it on his try asking him

    also the repair diveshaft isnt working or repair engine if i repair driveshaft it just jams the wheels
     
  3. SuperNoob05

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    Re: BeamNG - More Features Mod - 4.8 [UPDATED TO 0.3.8.0]

    Couldn't you make it so that after the engine node(s) die the game switches smoke nodes visible for a set amount of time?
     
  4. StinchinStein

    StinchinStein
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    Re: BeamNG - More Features Mod - 4.8 [UPDATED TO 0.3.8.0]

    In what way are you using Repair Engine/Driveshaft?

    It works fine for me. :/

    - - - Updated - - -

    Probably,

    but I don't know how to spawn them :/
     
  5. SuperNoob05

    SuperNoob05
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    Re: BeamNG - More Features Mod - 4.8 [UPDATED TO 0.3.8.0]

    I think it might be possible through lua. Not sure though.
     
  6. vladmir poopin

    vladmir poopin
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    Re: BeamNG - More Features Mod - 4.8 [UPDATED TO 0.3.8.0]

    when i do a jump

    *jump*
    *shitty landing*
    *snap goes the drive*
    *clicks repair driveshaft*
    *car revs like it trying to move with the P brake on*
     
  7. StinchinStein

    StinchinStein
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    Re: BeamNG - More Features Mod - 4.8 [UPDATED TO 0.3.8.0]

    Hmm...
    You overwrote the drivetrain.lua, right?

    That should be the problem if your repair engine & repair driveshaft aren't working (they are both in it)

    Does it show an error message in the console when you click "repair driveshaft"?

    Console Key = ~
     
  8. vladmir poopin

    vladmir poopin
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    Re: BeamNG - More Features Mod - 4.8 [UPDATED TO 0.3.8.0]

    will check

    - - - Updated - - -

    wtf this time it worked

    hang on let me check the covet though that seems to be being a bitch

    - - - Updated - - -

    yep didnt work

    screenshot_00117.jpg
     
  9. StinchinStein

    StinchinStein
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    Re: BeamNG - More Features Mod - 4.8 [UPDATED TO 0.3.8.0]

    Thanks, hope to release 4.8.2 later ;)
     
  10. vladmir poopin

    vladmir poopin
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    Re: BeamNG - More Features Mod - 4.8 [UPDATED TO 0.3.8.0]

    ok wow you work fast

    - - - Updated - - -

    also just one more suggestion

    a ingame colour selector

    not like the one currently

    spawn the car any coulour you like
    once board of it
    add a app
    use sliders to find a nice colour
    boom done changed
     
  11. StinchinStein

    StinchinStein
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    Re: BeamNG - More Features Mod - 4.8 [UPDATED TO 0.3.8.0]

    Yeah, xD. I don't have anything else to do..

    I'll have to look into this.

    - - - Updated - - -

    4.8.2 released:
    * Fixed Repair Driveshaft (Hopefully)
     

    Attached Files:

  12. cuytastic101

    cuytastic101
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    Re: BeamNG - More Features Mod - 4.8 [UPDATED TO 0.3.8.0]

    Thanks again for this. Awesome mod, I'm glad to see it up and running again.

    One suggestion: Different RPM points for heat for different engines. I've played with your drivetrain.lua and edited the RPM, the cooldown and the multiplier but I can't seem to make it "fair" for all classes of engine simultaneously. I've made some very high-revving engines; an F1-style engine for the Bolide being one of them, and it revs to 19k. This thing overheats before it's out of third gear with the default settings. Because of this, I find myself constantly editing the heat and cooldown parameters in drivetrain.lua depending on what I'm driving. The Moonhawk with a ~5500RPM redline takes ages to overheat, even if run around Hirochi Raceway in first gear balls-to-the-wall it takes 2.5 laps. However, the Sunburst with a ~7400RPM redline and a powerband of ~4750 and up means that I'm spending 75% of my time at or near the 6000RPM point defined in drivetrain.lua and even driving it conservatively, I scarcely make a single lap around Hirochi Raceway before I kill it or have to coast and let it cool several times. (Using the mod's default settings)

    Is there a way in the LUA system to make it call a parameter in engine.jbeam to set the cooldown point for the engine? I don't have the drivetrain.lua open in front of me at the moment but if I remember correctly it defines a formula as heat=(rpm/6000)-cooldown, correct? If you could set that 6000 per engine to a point just past redline, the engines would build heat ("wear") and eventually fail when revved to the limit, but not when just driven hard. Also, if you could make the file call a parameter to define the cooldown rate, you could define the durability of each engine individually. For example, a brick shithouse of a big block V8 with a "redline" parameter of 4500RPM but a high "cooldown" parameter allowing it to be over-revved and built for boost and power with little consequence. Or, a tinny little Korean I4 with a "redline" parameter of about 6k but a very low "cooldown" parameter making it relatively intolerant of modification or abuse. This would shoot the realism up off the chart.
     
    #112 cuytastic101, Apr 5, 2015
    Last edited: Apr 5, 2015
  13. StinchinStein

    StinchinStein
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    Re: BeamNG - More Features Mod - 4.8.3 [UPDATED TO 0.3.8.0]

    Was playing around with my mod today, and figured out that the cruise control wasn't working properly!
    So, I fixed it.

    4.8.3 released :)
    * Fixed Cruise Control Not Working Properly
     
  14. vladmir poopin

    vladmir poopin
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    Re: BeamNG - More Features Mod - 4.8.3 [UPDATED TO 0.3.8.0]

    wow dude.
    wish the devs found the bugs as fast as you... no offence to them they prolly have bigger things to fix
     
  15. StinchinStein

    StinchinStein
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    Re: BeamNG - More Features Mod - 4.8.3 [UPDATED TO 0.3.8.0]

    Yeah, I'm only developing a small mod for the game while they are making the game that I'm modding. lol
     
  16. vladmir poopin

    vladmir poopin
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    Re: BeamNG - More Features Mod - 4.8.3 [UPDATED TO 0.3.8.0]

    cant get it to work now none of the stuff on the ui is working and your app is not there

    going to re dl see if that fixes it
     
  17. StinchinStein

    StinchinStein
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    Re: BeamNG - More Features Mod - 4.8.3 [UPDATED TO 0.3.8.0]

    Well, I hope that re downloading it fixed it. (I reinstalled my BeamNG.drive, and installed the mod and it worked fine)

    Anyway, 4.8.4:
    + Press E to start engine now!


    I'm hoping to add the following in 4.9.0:
    + Engine Temp App
    + Better Temp Mechanics+ You will be able to press R to reset every value in the mod. (not CTRL-R)

    - - - Updated - - -


    WHOOO!!! 4.9 RELEASED!!
    Added for 4.9.0:
    + Added Horn Sound (Press H for horn)
    + Added Start Sound (Press E to toggle engine state)
    + Added Engine Temp App
    * Fixed Engine Temp (Partially)
     

    Attached Files:

    #117 StinchinStein, Apr 5, 2015
    Last edited: Apr 5, 2015
  18. SuperNoob05

    SuperNoob05
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    Re: BeamNG - More Features Mod - 4.9 [SOUNDS - UPDATED TO 0.3.8.0]

    Is there a way to only add the sound related things?
     
  19. StinchinStein

    StinchinStein
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    Re: BeamNG - More Features Mod - 4.9 [SOUNDS - UPDATED TO 0.3.8.0]

    I'm not sure what you mean by that. Can you explain a bit clearer? Thanks :)
     
  20. SuperNoob05

    SuperNoob05
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    Re: BeamNG - More Features Mod - 4.9 [SOUNDS - UPDATED TO 0.3.8.0]

    Is there a way you can only add the horn and the engine start up feature or do you have to install everything?
     
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