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Discussion in 'Land' started by NOCARGO, Jan 19, 2020.
That is how I see it indeed
** CTK-28 Progress Update **
Hi everybody !
It's a difficult time for everyone (c*vid-19) and that includes myself. Today I have finally found the courage to do
some jbeaming again and I've waited for that to share some other progress updates as well.
A 'hinge drop' is useful for quick a demonstration on the anatomy of the car :
Again, please don't mind the unfinished 'uv-regions'
Quite a lot has been done lately though. In fact the car has really become too much to explain, it will take some
time for the user to exploit all the applicable combinations. Anyway, here's at least some of the features coming
from the latest progress :
- I explained about the gear knob options before so what I said is what I did (a few tiny illumination issues will be fixed later)
- There is also a wooden handbrake handle now and later I'm going to make a wooden handle for the automatic gear box as well
- The intercooler can be switched between black ( with aluminum tubing ) and chrome ( vanilla style )
- Oil cooler, turbo, sport filter will be switchable in the same fashion ↑ too ( almost finished )
- The standard fog lights are jbeamed for obvious reasons
- The pedals are now fully switchable between black and chrome in any config
- There is white interior now too (looks really wow imo) , i've been trying to do blue and red as well but that's going to be too difficult
before release, maybe later..
- I'm probably forgetting some things to mention
Hope you like
Man, this looks awesome. Can wait to see this in game. Hope you will release it fast
IT is beatiful, but the intercooler is too low from ground.
Sorry, for my sillynes
Will it have a working interior some light as the satsuma 210 had?
I think it should but I'm having my doubts because there are going to be quite a few functions and every extra function needs
a control to be assigned to it. People who only use the keyboard might get in trouble, in fact I think it already became too much
for the keyboard only. I often spend time on thinking how to create new combinations to save the keys on the keyboard. The
solution for that is creating menu functions but I have my own personal reasons to not implement UI apps for that. It ruins the
visual appeal of the CTK's driving experience. I have thought about interior light and will still think about it.
Currently I'm writing shift logic and I'm trying to find a way to move the S (sport) switch out of the gear lever so I can put
a traditional "3" in it's place. Therefore shift logic has to be rewritten because the current vanilla logic doesn't support the
3rd gear position. I recently installed a 5 gear automatic transmission and I have been tuning and testing it over night.
The results are quite promising but I will elaborate on that later.
Most difficult will be assigning the sport function outside of current shift logic. If I can get that done then I will be able to
completely simulate the real life functions of the auto gear box, that means using the little round switch next to the lever
to switch between economic, sport and gear lock mode, that's traditionally meant for when it's icy or snowy but it's much
fun being able to lock the gears so you can step on it without the auto gearbox shifting.
Speaking about lights, I got the original auto gear indication lights in the dash ( which are very rare to find in rl but they are
there ) working. It's been a fruitful night
--- Post updated ---
So far so good ! The "3" position is in my shift logic
Here you can see me using it , the "S" you see on the indicator should actually be a "3" but I already took
peace with my previous options before so already made a "sport" gauge light heheh.. So when you see
"S" it's in third auto gear position :
--- Post updated ---
I DID IT !!!
I separated the sport mode from the shift logic !
Below is to see how the CTK's automatic 5-speed is switched between normal (economic) and sport by using the
vehicle's lights ! Target achieved ! I already found earlier how to lock the gears too so finishing this concept is now
just a matter of time
So I see you are doing really great work. I'm really happy to see such a great mod being done so fast. Have you thought about making door, hood and trunk openable? It is just a suggestion, so I hope you won't be angry for "trying to add you more work". Wish you all the best in those hard times.
Thank you for your kind words
You bet I've thinking about it but it won't be before first release because I don't want to keep you waiting longer than necessary !
A new update on the progress will follow soon.
So, if I understood well, you are able to make "everything" openable, but after release? Waiting for next updates.
[EDIT] *progress updates.
This post is a reference on the use of the CTK-28's
automatic transmissions after it's released.
First of all I would like to make clear that controlling
the vehicles in BeamNG is enormously dependable on the
refinement of the controller you use. This goes for steering
and braking as well as the clutch. If you have sufficient
driving experience and a decent controller you will notice
that the vehicles act extremely realistic and this CERTAINLY
goes for the automatic transmissions. We tend to think that
these are very sensitive when we use them, even with good
pedals, but the difference is that we don't feel the
physical consequences (movement of our body) when we
manipulate the accelerator. Therefore we become less careful
if it comes to handling the controls. We do that because
our senses have to give all the information to our muscles
without getting the help of g-force.
Having said that I would like to share the advice of simply
spawning any car with an automatic transmission in the game
and IF you have good pedal controls just try to apply the
gas pedal very gently as if you were moving thru the real
world. Remember, also in real life, the essential control
is to be found in 'the tip of the gas'. If you do this
experiment you will notice that the gearbox handles pretty
well, it might downshift a little fast sometimes and many
of the default sport modes might be a little bit to
aggressive but still..
Therefore I have spend a lot of time on tweaking the
the controller parameters in the CTK's 5A gearbox' jbeam
file and it has its own lua controller. The economic
mode is pretty much acting exactly like the real life
counterpart and the sport mode is still a tiny bit aggressive
but I'm not throwing myself in the aggression shift logic
before release, there's too much other stuff yet still to do.
This gearbox is a beast ! It really is, also in real life.
I drove two cars equipped with it and so I know. But this
virtual one is even better : it does things that the rl one
electronically can't and that is if you use the gear lock
mode you can still switch between 'E' and 'S'. For those
not familiar, 'E' accounted for normal as well as economic
in those days, today we have more modes of course, and 'S',
as most of you surely know stands for 'sport'. As long as
the gear is set to 1-2-3 (in gear lock mode) it doesn't matter
of course but once you shift to D it will act depending on
'E' or 'S'.
The 4A transmission is left untouched and just uses standard
'ETKi-logic'. I DID make a clear gear indicator, next to the
lever, reflecting the current gear/gearmode position.
gear lock on/off*
* These account only for the 5A transmission of course
If you use the keyboard for gear control it might be handy
to do the following :
Hope you like,
** CTK-28 Fuel & Temperature gauges **
There are different E28 real life types of fuel gauges but they all share one thing, they're scaling is uneven.
So yesterday I wrote a little lua code that compensates for that because I think the standard props multiplier
would be too complicated (if possible at all) for that.
edit - I have to cerrect myself : the 100L gauge is scaled equally indeed
The original water temperature gauge doesn't point straight upwards by 90°C, I know that.
This was not until this type ↓ came around.
Still I made mine to point straight up by 90°C ( It's a CTK after all )
Below : fuel gauge calibration in process
I'm surely able to do that yes but I have yet to figure out a new approach on this. The standard cars in the game don't have openable doors,
hood and trunk for a reason. My CTK is crashing very beautifully currently so I'm not going to compensate that. I've spend a lot of attention
on jbeaming the parts just right for the deformation process ( a few small aren't finished into perfection yet but honestly overall its pretty much as good as it can get compared to the vanilla vehicles). The fantastic latch mod (outdated) by @StinchinStein works with hydros. Those
are extra beams in the structure of the car. Now, if they are made right they could certainly serve the purpose of the hood and trunk,
since many hoods and trunks in real life also have this
But the doors don't have this. So if I apply openable latches without realism I will put them in a selectable part so that they are optional.
Hopefully that won't be necessary but this all IS post-release concept so we will see.
This mod and the bus mod dummiesman is making have crazy detail can't wait great work so far
I agree, dummiesman's mod is awesome !
Both mods are awesome yours and dummiesman's
It would be nice to pick up one of the kids with the CTK from the school bus at one of the bus stops soon