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Discussion in 'General Discussion' started by LT. Smell My, Aug 5, 2013.
l like it so far
when i got it, it has no configs, and when i spawn it, it is not there. Same applies to the charger pls help.
read the installation guide
Any thoughts on this? Utterly boring, I guess, but in order to figure out if my stuff works, need to do that boring stuff.
Well, I have few thoughts.
Efficiency of turbo in Beam is how close to 6% power increase per psi of boost you get.
Turbo compressor efficiency of compressor map, is how efficiently it produces given boost, less efficient means more heat, also it affects to maximum amount of boost and volume of air.
When I'm using compressor efficiency as Beam turbo efficiency input, that is too strong effect, sure they are related, but not in a way I have been thinking, but perhaps it is possible to find multiplier that takes that into account.
However I then made handy adjustment, which scales whole turbo efficiency, you can see effects on graph that is at left side. Left is multiplier of 1 and right is multiplier of 0.5, blue is NA torque curve while grey is turbo torque curve:
What turbo efficiency does is to make NA torque curve out from turbo torque curve which is dyno data input in K-column.
Does it work then? How should I know, I haven't got that far yet, it is only 5am though, so I might be able to get one test engine made into game for this night, after all it has been just 6 hours straight for this and most of it complete waste...
After numerous revisions it is quite closely working, but still not quite how I want it.
You would think it is exhaust power multiplier, but it is not that, I'm actually getting 1PSI too much of boost, so error is about 6% higher.
It is not exhaust losses either.
Adding 3% to Jbeam input would give correct peak torque, but there would still be that 1psi extra, so I don't know what to do next, it should calculate just fine, but from some reason does not, maybe my formulas are mess again.
Things are coming together or should I say falling apart.
nice work will the numbers light up?
Slowly but surely the city map pieces are being made. Now including modular subway/train tunnel kit. The concrete pre-cast ballasts (where the wood normally is), are even raised a bit off the main texture.
It even blends with the terrain (good enough for now, heh). The subway/tunnel pieces include a ledge along the side just about 3~4 inches higher than the tracks, for vehicle access, because you see a tunnel, you don't CARE it's for trains, you know you want to drive your Pessima through the tunnel as soon as you see it, you dirty dog.
Yes, they surely look a little bit 'clean' ... but this is all I can do for now with them. Also, The dual Rail piece (above ground tracks with stone base) under the camera @ tunnel entrance exterior is new. I don't have any level rail-crossings made yet. Those i'll likely spin up in two days. Will have one for each type of road and *possibly* some angled ones, those shouldn't be *too* hard to do. Level crossings will not have the large mound that catches trucks, when and where I can help it, as this was a concern in Roane County (you had to avoid them like the plague because landing gear does not telescope and fold up & away like the kind I used to sell at the truck part company).
I have most all the textures for the stations done except the 'furniture' (whatever isn't the structure itself). So those subway stations might show up on the weekend in screenshots. No thread yet for the map! Waiting on some skyscrapers, I'll get to those in due time. I've got the textures in for them (some, from WCA map), just have to take time to make them. Like I said before, I don't want to demo this other than in HERE, until there's some meat to it.
Subway pieces will double as train tunnels likely unless I make more specific ones. For what it's worth, yes, they're modular too, and I didn't seem to be able to have any collision issues with the car getting stuck, other than being high-sided on the rails, and I rode the car down about 300~500 feet of tunnel against the rail trying to catch it on something, no dice. Works great - better than expected. That's the RoR rail gauge again, for those that missed it, existing stuff *should work* ... yeah onto the next bit.
Does ANYONE have a working train of some sort so I can be sure these things even work (for trains?) ???
Help. The Bob needs a choo-choo train. Please, anything that goes on rails besides an errant car / truck / piano (!) ... anything. Thanks. I don't care if it's "Tomboy the crank engine" or whatever that kid's train that makes stupid faces and has big eyeballs is called. As long as I can slam into it and push it down the @#$%ing tracks, I'll be fine to test this.
Then I can drop it off a cliff happily for the rest of the non-productive evening. Onto pianos. Yeah that. *CRUNCH* That sound is oh-so-satisfying and never ceases to please. Pianos were the best thing to ever come to this game.
fwd rally time
go go me relez
I recall someone said they reworked Chris_Lucas' subway. Don't remember who, unfortunately.
Just a clue to what I might be doing on my school holidays...
I want to recreate my city that I live in to practice driving just in case I ever take a driving test (I don’t have one yet because I’m easily distracted and have trouble foucusing). Any tips on how to recreate an actual real life location?
Use elevation-based sites like terrain party, they can help with shaping the city like yours.