Development Screens (Each post contains a picture OR contributing post)

Discussion in 'General Discussion' started by LT. Smell My, Aug 5, 2013.

  1. HadACoolName

    HadACoolName
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    Yassss daddy <3

    ot:
    screenshot_00152.png
     
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  2. RetrO_TyT

    RetrO_TyT
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    just leave it here
    screenshot_2018-12-06_19-36-53.png
     
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  3. Blijo

    Blijo
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    Sooo, you might have guessed it from my latest post in the screenshots thread but I am working on something that uses my train axle system :)
    What could that possibly be....:confused:\

    A train of course!

    A small diesel train of some 18 tonnes(10t ingame currently).
    It has some new(for me) features like a realistic jackshaft, my own train wheels, simulated buffers etc. The couplers also work, they are linked to the chassis with one chain link(that is damped too much at the moment:cool:)


    I am currently working on the powertrain, the axles themselves don't really like to be connected to rotators at the moment... That is why it shakes a bit, it WIP :rolleyes:
    I also want to include a realistic dieselhydraulic powertrain. It is currently powered by an half-assed gearbox and the T-series engine.
    The axles are suspended on a subframe that is connected to the main frame with slidenodes and coils.
    screenshot_2018-12-05_17-53-59.png
    screenshot_2018-12-06_16-41-02.png
    screenshot_2018-12-06_18-03-44.png
    It works quite well with existing rail vehicles, couplers have the same name and they are somewhat compatible.
    I want to make the wheels more realistic, move the flanges inwards and taper the two main rings a bit. But to make that work(like a real train), I would have to make new rails that are rounded but also wide enough to prevent the train from leaving the rails while tilting.
    Or just keep it as it is now since it works reasonably well...

    Maximum speed of the loco is 80kmh now because of the gearing but it is stable up to waaay higher speeds :cool::cool::cool:

    And before you start crying that I abondon stuff, I am still progressing on the Fintray Roadster but it takes time to get enough motivation to texture it and to fix the rear suspension and softtop.
     

    Attached Files:

    • screenshot_2018-12-06_18-03-28.png
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  4. RetrO_TyT

    RetrO_TyT
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    ...
    screenshot_2018-12-07_16-02-21.png
     
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  5. BeamCarHomeTrade

    BeamCarHomeTrade
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  6. rottenfitzy

    rottenfitzy
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    Good deformation and airbags...
    not bad...
     
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  7. KozyKat

    KozyKat
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    Can't wait to have airbag deployment after landing a jump, if this ever releases.
     
  8. SebastianJDM

    SebastianJDM
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    them duke boys are at it again.
     
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  9. TheDiamondLord8

    TheDiamondLord8
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    Let's see some passengers from some mod with the airbags. I want to see what happens.
     
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  10. MisterKenneth

    MisterKenneth
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    I think this demonstrates that airbags are possible, and don't have to be super complicated.
     
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  11. TheDiamondLord8

    TheDiamondLord8
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    Certainly. This will hopefully be allowed to be shared freely and add it to other mods. The realism it adds is immense.
     
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  12. Blood-PawWerewolf

    Blood-PawWerewolf
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    i just hope we can use both the airbags and the crash test dummies at the same time.
     
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  13. CrimsonCrocodile

    CrimsonCrocodile
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    Coming soon: Final version of my Toyota Racing Skin Pack

    Will include:
    Various small improvements on the Prerunner skin
    Configuration improvements for the Prerunner - Now more suited for the Baja 1000
    New image for Prerunner in vehicle selector (due slight skin and configuration changes)
    File name fixes in both Prerunner and Dry Van Configs to prevent future conflicts.
    No more having to download 2 files. Dry Van and Prerunner configs will be in the same .zip file.

    20181208144516_1.jpg

    EDIT: Update Released. Click >>HERE<< to view.

    READ INSTRUCTIONS CAREFULLY BEFORE DOWNLOADING
    (This update contains important changes in file names)
     
    #19733 CrimsonCrocodile, Dec 8, 2018
    Last edited: Dec 8, 2018
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  14. Jota3214™

    Jota3214™
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    Work with the jbeam better... This is not good for a jbeam... It's just a slapped ETK 800 with only a few "changes".

    And please put more dedication to your mod, if you want a good mod, learn how to jbeam for God's sake... And also learn how to model too...
     
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  15. Addicti0nToB00st

    Addicti0nToB00st
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    He has improved his modding abilities for sure. If he goes like this he will improve a lot.
     
  16. Nadeox1

    Nadeox1
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    BeamNG.Support
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    Just my take, I believe it re-uses what the the glass/lights uses.
    The airbag is there, but with an invisible materials.
    As soon the defined beam is deformed/broken, the material swap to a visible one.

    A neat way to apply that.
     
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  17. JBatic

    JBatic
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    Is this model too big or is this close to proper size?, I tried to line it up as best I could but I think it is a tad too high up
    screenshot_2018-12-08_12-25-37.png screenshot_2018-12-08_12-25-51.png screenshot_2018-12-08_12-22-48.png screenshot_2018-12-08_12-23-31.png screenshot_2018-12-08_12-25-18.png
     
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  18. RetrO_TyT

    RetrO_TyT
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    this is victory. the first static object I made and texture in blender.
    the basis of the TV-towers from the West coast. But not worked out well because I'm bad at 3D modeling. for example, if you fly inside this tower, it seems that it is not because I did not texture it inside
    screenshot_2018-12-08_23-28-33.png
     
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  19. TheMultiTuber™

    TheMultiTuber™
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    good that the devs have knowledge of this, maybe airbags with be a possibility :rolleyes:
     
  20. SHOme1289

    SHOme1289
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    but does the airbag deflate or go away? or is it a solid blob?
     
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