WIP Citroen C4 Picasso

Discussion in 'Community Mods - Archived' started by slysenko, Sep 2, 2013.

  1. slysenko

    slysenko
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  2. Kamil_

    Kamil_
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  3. slysenko

    slysenko
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    Yeah, after quite some time I realized that some version control is needed for all that mess and I'm secretly hoping that someone will contribute also :)
     
  4. slysenko

    slysenko
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    Just an update on current project status. Due to recent events in Ukraine I had basically neither time nor mood to work on this project.
    Currently I'm looking forward to finally get upcoming update of BeamNG codebase so that further tuning of jbeam mesh will be done for the new updated physics.
     
  5. Godzilla!

    Godzilla!
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    This car is nice looking so far.

    The one silly thing is that it bounces like Jell-O.

    screenshot_00321.png screenshot_00320.png screenshot_00322.png

    Plus I noticed it didn't had a 'name.cs' file, so I made one for it. Now it will say Citroen C4 Picasso in the drop-down menu.
     

    Attached Files:

    • name.cs

      File size:
      36 bytes
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    • Informative Informative x 1
  6. slysenko

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    Thanks for this, I've missed to this file to the repo. So meanwhile I did some minor updates so that wobbling is little bit redused, and added draft version of jbeams for doors. So now it is at leats somehow driveable, untill "front wheel implosion" (shown in video). I'll switch to the modelling for now - some details like door handles etc. are to be added.
     
    #106 slysenko, Apr 18, 2014
    Last edited: Apr 23, 2014
  7. slysenko

    slysenko
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    version 0.8.5: https://github.com/sergey-lysenko/beamng_picasso/archive/0.8.5.zip

    There are brakes (finally!) and variable weight in the trunk, up to ridiculous 2048 kilograms to effectively test jbeams and break vehicle not by impact, but by just driving it.

    Next: proceed with suspension development, to make it going straight forward instead of leaning to sides (sway bar or more?).
     
    #107 slysenko, Apr 23, 2014
    Last edited: Apr 24, 2014
  8. Jujune

    Jujune
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    Honestly i thought this where dead :/
    To see its still alive is really great!

    You made great improvements and the cockpit looks nice.
    Keep going :)
     
  9. Nish01

    Nish01
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    Love how you made the different views (passenger, backseat) awesome man keep up teh good work
     
  10. logoster

    logoster
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    slight problem, it likes to eat itself by turning a part of the roof into a black hole
     
  11. slysenko

    slysenko
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    Spoiler alert :)
     

    Attached Files:

    • screenshot_00009.png
    • screenshot_00013.png
    • screenshot_00014.png
    #111 slysenko, May 2, 2014
    Last edited: May 2, 2014
  12. Jujune

    Jujune
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    Here is some Feedback. (Used newest version)

    Drives Nice. Crashes bad. And it had a few issues.

    This is happen when spawning it normally:
    BeamNG 2014-05-02 13-34-40-98.jpg BeamNG 2014-05-02 13-36-02-41.jpg

    When removing rear window:
    BeamNG 2014-05-02 13-35-35-15.jpg

    When removing rear window+hatchbumper
    BeamNG 2014-05-02 13-35-55-92.jpg

    I said it crashes horrble, its true but i enjoyed how much parts flew away :)
    BeamNG 2014-05-02 13-29-51-95.jpg

    Would be nice if you could fix the issues with the hatch door in near future because its a nice car.
    Also enjoyed that every single part on the car is seperated. Thery cool feature.
     
  13. slysenko

    slysenko
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    That's an interesting issue! So you say - it happens right after the spawn?
     
  14. Jujune

    Jujune
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    Yes it spawns and deforms in 1-2 seconds :/
     
  15. slysenko

    slysenko
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    Ok, I see. That's because almost all jbeams in this model are on the edge of overstress - tiny bit more spring and it will explode. I guess this "edge" is also slightly dependent on exact CPU, so that it won't explode on my PC but does on yours. Could you please be so kind to switch to Debug bode and slowdown physics ("K", "Alt+Down", "Ctrl+R") and observe with nodes of rear door jbeam are "jumping" straight after respawn? That will help to fix an issue.
     
  16. Jujune

    Jujune
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    Well what i noticed is that the J-Beam knda spawns behind the car (thats about 0.1sec.) Ant than teleport the car to the j-beam.
    BeamNG 2014-05-02 17-12-05-68.jpg BeamNG 2014-05-02 17-12-09-49.jpg
    After that the Beams wooble at the hatch (most under the window)
    BeamNG 2014-05-02 17-12-09-84.jpg BeamNG 2014-05-02 17-12-18-37.jpg BeamNG 2014-05-02 17-12-19-07.jpg
     
  17. slysenko

    slysenko
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    I can't reproduce this. But I think that it is somehow related to the CPU performance anyway. Please try fresh update https://github.com/sergey-lysenko/beamng_picasso/releases/tag/0.9.0
    I've increased weights of hatch door nodes slightly so that might help.
     

    Attached Files:

    • screenshot_00020.jpg
  18. logoster

    logoster
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    only thing i've noticed is that it likes to turn into a black hole and eat itself
     
  19. Jujune

    Jujune
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    In the new one is only the .gtignore thing. Where do i put this too? Is it necessary?
     
  20. SixSixSevenSeven

    SixSixSevenSeven
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    That file isnt to do with BeamNG, ignore it
     
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