That's a cool video, I never saw a real Belaz before All I did was spend half an hour to slap a sound to it and tweak a random sbeam file until 'decent sound reaction sprouted from it'. I have no ambitions to spend more time on it (since I don't have the time) but just want to keep those who want to work on it motivated by pointing out that better sound can be made without too much of a hassle. In the vid you can hear a decent amount of turbo hiss. If the mod were to be converted to the new power train system it could easily recreate those turbo effects. And if more time is spend on 'sbeaming' it even can be done that way too To fix (or rather refine/improve) this mod properly I think first thing need be done is to give the engine(s) proper rpm output and take it on from there. But I also see nothing wrong to just give a nice sound and just have fun with it
Seems like you encountered a confusing bug, sometimes when loading a vehicle, the left/right are inverted in the powertrain app. As you can see, when turning right, the left shows positive torque and the right shows negative torque, this is impossible when using the (deprecated)multishaft. About the constant 1000 RPM, were you using a CVT?
I think he is just using the original old version of the mod that had the multishaft. And also that powertrain bug happens to me all the time.
Wasn't aware of any of this, just that the 1000rpm actually = rpm x 10 if you watch closely, it's 10K Hey I just spawned it and went, just played around with the sound that's all. --- Post updated --- I'm using the one from this thread since any other before never worked for me, glad to have one working now --- Post updated --- @Agent_Y Oh now I see you converted one to new power train system ? lol I'll give that one a try
I tried but it kinda ruined the mod because I had no experience back then lol, I tried various things in various configurations but all were worse than the old one
@Agent_Y Oh now I see you converted one to new power train system ? lol I'll give that one a try Hey it's great to see you converted it already into the new PT system ! The first problem to deal with is the engine code of course, I just tested with lower rpm settings, higher inertia and higher friction and this immediately puts it more to decent sound behavior The engine code should be done from scratch, using a more realistic numbers scenario, then the rest will be way easier to handle.
So it's the engine settings ruining the sound and not the samples? Interesting, someone should find some real numbers and data about the engines this truck uses, as well as the electric motors that are used for the wheels, and we could work on it from that.
Yup that's the one, post nr 50 --- Post updated --- exactly, 0.1 inertia + low friction + insane torque sky rockets the rpms from 1k to 10k wheeeee !!
They sound phenomenal! This will bring us closer to creating even more realistic sounds! But it's easy for me to say, but it will be harder to do. I don't think I can do it. I am fed up with unsuccessful attempts to restore the default sounds to the way they sounded at the beginning. You have to find someone else.
I noticed a difference in how sounds work in this Belaz https://beamng.com/threads/belaz-re-uploaded.37054/ These sounds work much better and my ears do not bleed when I play this Belaz: D. It is possible that this is where the default sounds will start working again in this Belaz as it was a few years ago. Panswi says a new sbeam needs to be written to get the sounds working again.
I, on the other hand, think Belaz needs to refresh his sounds. The fact is that the old sounds sounded much better but it would take a lot of work to restore them. It is not only writing a new sbeam, but also adjusting it to sound appropriate. Because writing a new sbeam may cause the sounds to malfunction again. That's why I don't think it's worth doing it and you should create new sounds. I myself tried to restore the default sounds to work properly and it didn't work.
well, there's no "view ingame" button and im not willing to frick with the files, so imma keep going with the small dumptrucks
Sorry for the bump, but @Nucleardevice 's Revamp is AMAZING. The only things are that the engine rpm spikes a lot which creates a weird sound. also a lot of the node weights are incorrect and a causing the whole truck to shake uncontrollably and even move with the parking brake enabled. what i did not show in the video is that when you rev the engine all the shakiness goes away. EDIT: rpm and sound spikes are only with high rpm engines
Sorry to bump but I noticed that the audio on the belaz is duplicate(as mentioned on past comments) but one of the engine sound seems to get left behind at the spawn point of the belaz as you move. I thought I'd mention that because it might help with fixing the audio.
Yes the Belaz sounds are awful but I recently noticed that the Belaz now has a lot of turning problems. Back to the sounds. You can use Nucleardevice version (he posted it a few pages back) or mine, but in my version the sounds are still duplicated. I used the default belaz sounds and just changed some parameters in belaz_sounds but if the sounds didn't duplicate it surely wouldn't sound so realistic. I would also like to emphasize that I did it on the old version of belaz because it was simply easier
To be honest I like yours more because I don't have to change my in-game volume every time I spawn the Belaz. One issue is the steering like you said but it can still turn because the rear wheels can still steer like a forklift
Sorry to bump again but is it not possible to use like a Diesel-electric engine hybrid similar to that capsule bus mod? The capsule bus does use another mod for the hybrid configs so I thought it might be possible to modify the belaz to support it. But then again, I'm just a player who has no clue how beamng modding works. Again, sorry for the bump.
that system is different compared to the one that the belaz uses IRL. in that system, the engine is connected to a transmission which goes to the wheels and the electric motor is usually connected onto the transmission which allows them to use the same final drive ratio too. the belaz's system is literally just two engines generating electricity for the motors which are on the axles. (I do not remember the specific terms for these systems but iirc they are series and parralell)
Sorry for the necrobump, but it's pretty wild. It seems the steering shafts/nodes will always barely hold themselves together unless you use the nigh-indestructible "WHAT HOW" variant from Agent_Y's update, lmao. Like just after a few full turns either to the left or right for like 10+ secs will sort of permanently bend them, preventing the Belaz to drive in a straight line ever again. Unsure if related to any Beam's engine updates since then?