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Command Beams

Discussion in 'General Discussion' started by tdev, Jul 1, 2016.

  1. tdev

    tdev
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    Hey guys :)

    I am working on an easier way to change beam lengths for simulating hydraulics within the game.

    So i would love to get your feedback on whats needed from your point of view. What i have sketched out right now:
    • Using number keys (1-0) as default functions
    • Mod author can provide own inputmaps/input_actions.json to have custom keys

    Planned command features for v 1:
    • Reusing hydros code: in/out/autocenter rate. In/Out Limits
    • Functions:
      • Press+hold to go in/out: auto-centering
      • Toggle: toggle between completely in/start/out
      • Smoothing: command beams will allow to specify how smooth they start/stop
    • "power" supply: pressure generator? electric?

    Any more things i forgot? What do you want? :)
     
    #1 tdev, Jul 1, 2016
    Last edited: Jul 1, 2016
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  2. 111111111

    111111111
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    if you have multiple ones a way decide witch ones to move
     
  3. Taza

    Taza
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    Oh wow... well, an ice cream would help :)

    But hey. This is great, it gives a really good image when you interact with the community so openly about future. A way to make multiple beams extend and multiple beams shorten at the same time with one key? Also maybe a way to make this magic happen with different speeds? Like beam A and beam B extend with the same key but A does it faster.
     
  4. Bakasan

    Bakasan
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    Extendable beams, mmmm;)

    But yeah, that sounds really good! Electric power supply sounds good too...

    Also, would it be possible to have a hydro with 2 inputs? (for instance, having pop up headlamps being able to be manually opened using a key binding, while also working with the headlamp on/off state)
     
  5. DapperDan

    DapperDan
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    you seen this didn't you ;)
    hydros,imputactions,lua, i can send if you wish
     
  6. tdev

    tdev
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    a proper implementation that is. I want to make it easier to use. You can certainly hack it together already.
     
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  7. sputnik_1

    sputnik_1
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    Hi, some ideas:
    Basically all features RoR commands had would be great, all of them made sense imho:
    Basic features (from RoR Wiki):
    • normal command just moves as long as a button is pressed inside it's boundaries, stops and rests when button is released
    • r: Makes the command beam behave like a rope or a winch.
    • c: Makes the command beam auto-center: It will automatically return it to its starting position when a lengthening/shortening key is released.
    • f: Stops the command moving faster when engine revs increase.
    • p: Activates press-once functionality: A single press of a shortening/lengthening key will lengthen/shorten the command beam as much as possible. A second keypress of the key which started the command moving stops the automatic movement.
    • o: is like p, but it will stop in the center position.
    • Affects engine: Means that moving this command won't affect engine RPM, so it is independent. Value larger than 0 specifies how much engine power will be needed for this command to move.
    Additionaly, these special features would be great:
    • Toggleable import- and forwardcommands to send or receive button presses for commands.
    • Ability to bind one command to another with a transfer factor: Compressing one command extends another, transfer factor to simulate different diameters of hydraulic cylinders. I think this would need one command to be defined as master, one as slave. Might also be useful to simulate a rope going over a pulley. Maybe possible with some sort of trigger beams which can control commands via lua.
    • Target value: Command slowly moves to a position which can be entered via user interface or received from a trigger beam
    Best aggregate would be hydraulic imho, more common than electric. But only difference would be sounds?

    Greetings,
    sputnik_1
     
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  8. tdev

    tdev
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    first version of it work in progress:


    Code:
        "commands": [
                ["id1:", "id2:", "inputSource", "inLimit", "outLimit", "inRate", "outRate"],
                ["t1rr","b4rr", "tailgate", 0, 2.15, 1, 1],
                ["t1ll","b4ll", "tailgate", 0, 2.15, 1, 1],
        ],
    
    Ported most of the hydro's features for now. Now to the additional things :)
     
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  9. Bernd

    Bernd
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    First off, command beams sounds great:)!
    I'd love to see trigger beams. With something like that it would be possible to crate working airbags, once predefined beams in e.g the front bumper or the roof get collapsed, the airbag beams for that part of the car get triggered.
    Another possibility would be overrun brakes for trailers, which would require beams that could also affect things like the break input.
     
  10. tdev

    tdev
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    welcome back @sputnik_1! :)

    i'll work this list off, will take me a while
     
    #10 tdev, Jul 2, 2016
    Last edited: Jul 2, 2016
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  11. tdev

    tdev
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    trigger on what? deform/compression/extension/break?
     
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  12. tdev

    tdev
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    uh, look what came out as side product:


    Code:
        "ropes": [
            ["name", "id1:", "segments", "length"]
            ["rope1", "t1rr", 10, 1]
        ],
    
     
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  13. tdev

    tdev
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    You can run the rope between nodes now
    Code:
        "ropes": [
            ["name", "id1:", "segments", "length"]
            ["rope1", "t1rr", 10, 0, {"id2:":"t1ll"}]
            ["rope1", "t1rr", 10, 1,]
        ],
    
     
    #13 tdev, Jul 2, 2016
    Last edited: Jul 2, 2016
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  14. burilkovdeni

    burilkovdeni
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    This is pretty cool.

    Can you make a net with these?
     
  15. Bernd

    Bernd
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    This is what sputnik's link says:
    ...Triggers are special beams which trigger user-specified events when extended/contracted to a given bound...
     
  16. Djplopper

    Djplopper
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    Tdev, i really appreciate this feature. Will it be possible to open all the car doors and maybe add some of RoR functions, like real tow trucks or so.... thank you in advance
     
  17. sargteapot

    sargteapot
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    looking good so far, would be great as a winch for towing other cars around or out of a ditch
     
  18. crazikyle

    crazikyle
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    Could a node rope be used to simulate wires in a car? Engine wires, headlight wires, etc.
     
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