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WIP Beta released Automation Engine Converter 1.2 (4/23/16)

Discussion in 'Content Creation' started by JesseAye, Feb 27, 2016.

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Was this application useful?

  1. Yes, and accurate!

    71.4%
  2. Yes, but could be more accurate.

    20.2%
  3. No, it was not useful.

    8.3%
  1. JesseAye

    JesseAye
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    Joined:
    Feb 27, 2016
    Messages:
    14
    Intro
    Hey what is up guys. I just started playing this game within the last week, and immediately fell in love with the concept and execution. The one thing that I (and I'm sure a few people) yearned for is a way to use engines created in Automation (the Camshaft Software game) in simulation. The amount of customization that can be done in this game is amazing and felt an urge to go ahead and see if I have the programming skills to develop something to do just what I wanted.

    Information About The Program
    Enough with the intro, I doubt anybody is going to care to read it. So I present to you, the masses, the Automation Engine Converter. The design is simple. (pw is my username) Open up an engine's LUA file that you have created in Automation (Found usually in My Documents\My Games\Automation\Engines\Variants), read some info about the engine's output in torque and redline, and format it in a way that can just be dropped inside a JBeam engine file. No fuss, accurate results, and a smooth(er) torque line incrementing by 100. Virus Scan for 1.1:
    https://www.virustotal.com/en/file/...6747602477bfd4db25f7e3fe/analysis/1456733097/

    Developers

    I'm dumb, this was fixed after sadly being informed that BeamNG uses newton-metre values, and I didn't have to convert from the already newton-metre values to foot-pounds unnecessarily. Issue fixed.
    I have a tiny issue with what I've created. The conversion from the value automation creates for torque and the conversion to actual torque that gets applied in game is a bit off. It's not a perfect calculation, but its ballpark, around a couple lb-ft off at most with what I've tested thus far. For this block of code found in the curves of an engine's LUA file:
    {
    2000,
    183.3073182600549,
    38.392987382983534,
    1159.9638666712849,
    2.6741417266318481,
    RPM=2000​
    }​
    The second line (183.3073182600549) can be represented as the actual torque in game by dividing that by 1.354663416203636, resulting in an approximate torque value of 135.32. If I can get any assistance (or, heck, affirmation) pertaining to the accuracy of the calculation, it would be much appreciated.

    ANY CONSTRUCTIVE FEEDBACK WILL BETTER THE APPLICATION

    Changelog

    1.2 4/23/16
    Fixed an issue where engines with RPM limit values more than 4 digits (e.g. 11000) would not produce the full curve.
    Added bonus: Password was added back to the zip file. Whoops!

    1.1 2/29/16
    Fixed an issue where the comma would be read from the automation file and resulted in an error "Input string was not in a correct format".
    Fixed an issue that would result in "Array index out of bounds" by not recognizing the end of the curves section of the automation file.
    Cleaned up the code a little bit.
    The file opened is now displayed in the text box.

    1.0 2/27/16
    Beta release of application
     

    Attached Files:

    #1 JesseAye, Feb 27, 2016
    Last edited: Apr 24, 2016
    • Like Like x 8
  2. Josh

    Josh
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    Joined:
    Jul 21, 2013
    Messages:
    1,112
    Thank you good sir, I was waiting for the old app to be updated but this one is simpler and easier to use.
    --- Post updated ---
    A error popped up when I was trying to do a file,
    Code:
    See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.
    
    ************** Exception Text **************
    System.ArgumentOutOfRangeException: Index and length must refer to a location within the string.
    Parameter name: length
       at System.String.Substring(Int32 startIndex, Int32 length)
       at Automation_HP_Converter.Form1.PickFileButton_Click(Object sender, EventArgs e)
       at System.Windows.Forms.Control.OnClick(EventArgs e)
       at System.Windows.Forms.Button.OnClick(EventArgs e)
       at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
       at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
       at System.Windows.Forms.Control.WndProc(Message& m)
       at System.Windows.Forms.ButtonBase.WndProc(Message& m)
       at System.Windows.Forms.Button.WndProc(Message& m)
       at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
       at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
       at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
    
    
    ************** Loaded Assemblies **************
    mscorlib
        Assembly Version: 4.0.0.0
        Win32 Version: 4.6.1063.1 built by: NETFXREL3STAGE
        CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
    ----------------------------------------
    Automation HP Converter
        Assembly Version: 1.0.0.0
        Win32 Version: 1.0.0.0
        CodeBase: file:///C:/Users/joshu/Desktop/Automation%20HP%20Converter.exe
    ----------------------------------------
    System.Windows.Forms
        Assembly Version: 4.0.0.0
        Win32 Version: 4.6.1038.0 built by: NETFXREL2
        CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
    ----------------------------------------
    System
        Assembly Version: 4.0.0.0
        Win32 Version: 4.6.1038.0 built by: NETFXREL2
        CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
    ----------------------------------------
    System.Drawing
        Assembly Version: 4.0.0.0
        Win32 Version: 4.6.1068.2 built by: NETFXREL3STAGE
        CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
    ----------------------------------------
    
    ************** JIT Debugging **************
    To enable just-in-time (JIT) debugging, the .config file for this
    application or computer (machine.config) must have the
    jitDebugging value set in the system.windows.forms section.
    The application must also be compiled with debugging
    enabled.
    
    For example:
    
    <configuration>
        <system.windows.forms jitDebugging="true" />
    </configuration>
    
    When JIT debugging is enabled, any unhandled exception
    will be sent to the JIT debugger registered on the computer
    rather than be handled by this dialog box.
    
    
     
  3. JesseAye

    JesseAye
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    Joined:
    Feb 27, 2016
    Messages:
    14
    Go ahead and PM me the contents of your engine's LUA file, I'll try to reproduce the error and debug it for you in the morning.
     
  4. Josh

    Josh
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    Joined:
    Jul 21, 2013
    Messages:
    1,112
    PM sent, Thanks
     
  5. SixSixSevenSeven

    SixSixSevenSeven
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    Joined:
    Sep 13, 2013
    Messages:
    7,035
    you make mention of foot pounds. Beamng used Newton metres. Could this be source of your issue?
     
    • Like Like x 1
  6. GameNoobTV

    GameNoobTV
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    Joined:
    Aug 28, 2015
    Messages:
    422
    What is the password?
    Is it not supposed to have a password cause it seems everyone else can use it.
     
    #6 GameNoobTV, Feb 28, 2016
    Last edited: Feb 28, 2016
  7. JesseAye

    JesseAye
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    Joined:
    Feb 27, 2016
    Messages:
    14
    Read through the post, and you'll find the password :)
     
  8. Josh

    Josh
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    Joined:
    Jul 21, 2013
    Messages:
    1,112
    I solved the error problem, I was using the family folder with the lua files in there.. so I went over the OP again and sure enough, I was using the wrong folder.. Thanks for the program bud :).
     
  9. GameNoobTV

    GameNoobTV
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    Joined:
    Aug 28, 2015
    Messages:
    422
    I give up I have no clue. :(:mad:
     
  10. SixSixSevenSeven

    SixSixSevenSeven
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    Joined:
    Sep 13, 2013
    Messages:
    7,035
    rofl, it quite plainly says that the password is ***** mid post...
     
  11. GameNoobTV

    GameNoobTV
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    Joined:
    Aug 28, 2015
    Messages:
    422
    I guess ill never get to use this program. shame
     
  12. mumboking

    mumboking
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    Joined:
    Jun 11, 2015
    Messages:
    1,405
    Are you serious? Read the Information About The Program section again.
     
  13. SixSixSevenSeven

    SixSixSevenSeven
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    Joined:
    Sep 13, 2013
    Messages:
    7,035
    use your face seeing holes
     
  14. Funky7Monkey

    Funky7Monkey
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    Joined:
    Oct 12, 2014
    Messages:
    1,041
    Nope. Sorry. All because you can't seem to read...
     
  15. GameNoobTV

    GameNoobTV
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    Messages:
    422
    I've read the post 10 times for gods sake!
     
  16. mumboking

    mumboking
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    Joined:
    Jun 11, 2015
    Messages:
    1,405
    Not closely enough... Just after "The design is simple.".
     
  17. GameNoobTV

    GameNoobTV
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    Joined:
    Aug 28, 2015
    Messages:
    422
    Its not pw cause that's not the correct password, it's not pw is my username, cause thats not the correct password either.
     
  18. mumboking

    mumboking
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    Joined:
    Jun 11, 2015
    Messages:
    1,405
    You're reading the right part, just wrongly... It's not YOUR username...
     
  19. thomatoes50

    thomatoes50
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    Staff Member

    Joined:
    Jan 31, 2013
    Messages:
    514
    wow, really good idea. do you plan to be able to export car body too?
     
  20. GameNoobTV

    GameNoobTV
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    Joined:
    Aug 28, 2015
    Messages:
    422
    I'm so stupid. ugh. I read it wrong.
     
    • Like Like x 2
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