Released Functional Submarine w/ working ballast system and electrics [paid]

Discussion in 'Boats' started by uncommoncreations, Nov 13, 2023.

  1. SmokeyDokey

    SmokeyDokey
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    Currently using the laptop, but it'd say it's pretty good in itself.

    The mod overall is actually pretty fun (and would be fun in a plane/ boat sinking exploration situation).
    screenshot_2023-11-24_12-47-26.png screenshot_2023-11-24_12-56-53.png

    Came across a few issues, but they're all quite small.
    1 - It can break pretty easily upon touching the ocean floor (could be a skill issue from me though).
    2 - It sometimes randomly begins to roll (could also be a skill issue).
    (both answered in the PDF)
    3 - LT and RT on an X-Box controller won't work as the thruster binding (they are usually binded to the brake and gas)
    4 - It doesn't show up on the minimap.

    Screenshot2023-11-24125454.jpg

    I'll add more if I find any more. Here are current controller binds for those who want them.
    Screenshot2023-11-24125510.jpg
     
    #21 SmokeyDokey, Nov 24, 2023
    Last edited: Nov 24, 2023
  2. uncommoncreations

    uncommoncreations
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    I see you bought it twice, Lol Not really sure what the benefit of this will be, or if it was accidental but won't really do much gonna be the same as the first copy Lol
    In terms of breaking up, there are three different configs. There is a README.pdf in the zip file that explains some things. I have attached it here as well as it may help solve any issues.

    With it rolling over definitely have noticed that myself while developing this. If you look at the triangle debug you can see that there is a sort of wierd (invisible) floatie attached to the top of the sub that was added to try and increase the stability.

    Just out of curiosity did you mess around with the ballast settings? Try setting the ballast to the minimal weight > 0 when first loading it. Ive found that stabilizes it quite a bit on its own, as basically the script increases node weight of some predefined points on the frame.

    Try using a combination of the thrusters at the same time can stablize it. Maybe try setting it to something other than directional keys, as I don't think you can push two at once. I've found combinations of the various thrusters used at the same time can do a good job stabilizing it (for instance use the forward and down thrusters at the same time).

    Also ballast increase/decrease seems to have a slight delayed reaction ive noticed, takes a few seconds for the pressure system to catch up or something ha
     

    Attached Files:

    #22 uncommoncreations, Nov 24, 2023
    Last edited: Nov 24, 2023
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  3. SmokeyDokey

    SmokeyDokey
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    I completely missed the other configs there, my brain mostly skipped over them, lol. The only unanswered/ main issues I have left were the controller triggers and minimap (which is actually really impressive for a new mod, the lack of issues!).
     
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  4. uncommoncreations

    uncommoncreations
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    [QUOTe
    Thank you im glad to hear it :) . I actually am not even sure off the top of my head how to implement the minimap (probably why it doesn't work, never set that up Lol....)

    Ill figure that out right now, probably can send a fix your way. My idea with the paid implementation of this mod, was planning to provide updates via patches of jbeam files. (as I can upload those for free online, since the sub will not really work without the .dae and other assets anways.)
     
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  5. SmokeyDokey

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    Actually, I never knew the minimap implementation had to be manually set up, always thought it was a given.
    The update file idea is actually quite smart, I'd say go for it.
     
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  6. uncommoncreations

    uncommoncreations
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    Still can't seem to find much info on it. My guess is it probably has something to do with the reference nodes or something like that.
     
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  7. hmxstrx

    hmxstrx
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    NO WAY LORE FRIENDLY OCEANGATE LMAO
     
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  8. uncommoncreations

    uncommoncreations
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    I guess I must be an old fart, had to google what this means ahaha
     
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  9. hmxstrx

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    its just like that one mod that got taken down
     
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  10. SmokeyDokey

    SmokeyDokey
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    But much, MUCH better. The other was a joke mod, this is a full-on sub.
     
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  11. uncommoncreations

    uncommoncreations
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    Sure in the sense they both are submersibles :rolleyes:....but that's about it man .

    This mod has multiple jbeam files w/ almost 100k lines. I split the model up into all the components each one-by-one by hand, and made individual jbeam files for every piece (there are only a handful of objects that are props, most are fully functional, and jbeamed). There is custom lua code for the sub ballast, and you can even remove the weights that are on the frame and the sub will start to ascend.

    I have a B.S. in Computer Science, and spent countless hours making this. I know what im doing I promise you. Before this was making full aircraft for X-Plane/MSFS w/ full 3D cockpits. Love beamng because flightsim dev there is just way too many things to do as one individual person, its daunting to ever be able to finish and release something.

    But yeah end-of-blurb or whatever heh :oops:
    --- Post updated ---
    So I have been trying to figure this out, and looks to me like it may be a bug. I did add a few lines and I think it does show up now (as a green dot it seems?)
    here you go, think I fixed it. Seems to show now for me. Lemme know if it works!

    Unpack the mod, then extract the zip file attached here from within the `mods/unpacked/plosion_gate` folder. you should see a vehicles folder if correct location:
    upload_2023-11-24_15-23-1.png

    Overwrite all files, then repack.
     

    Attached Files:

  12. oaktree

    oaktree
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    If I’m not mistaken, an an-225 mod was made quite a few years ago, but as of now it’s pretty glitchy and outdated, just figured I’d let you know. Great work on the sub tho, I’d buy it if I had any money!
     
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  13. coolcarguy#1

    coolcarguy#1
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    off toipc ik but that the hell happened to your pfp
     
  14. SmokeyDokey

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    It's an improvement over the old one, I got tired of seeing it.
     
  15. SSRG

    SSRG
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    If I understood correctly, “plosion_gate” is the internal name for this thing.
    Which means you need at least an idea of what that is.
     
  16. uncommoncreations

    uncommoncreations
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    yeah it should be. mainly I do a single word name because when developing it's easy to spawn a new vehicle directly in Lua console
     
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  17. baarry5444

    baarry5444
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    When I initially saw this submarine mod last month, I was intrigued and decided to get it. While I missed out on the promotional period (not like it mattered as I couldn't be bothered with making a Ko-Fi account when I already have a Gumroad account for virtually all of my purchases) I still bought it from your Patreon page (since I have it to support a few creators here). And after testing it, I might as well provide some feedback.

    The first thing I noticed was that the submarine did not appear normally in the vehicle selection menu. And while the patch you provided works in a pinch, it shows the internal name for the mod in said menu. Digging into the mod's compressed file, it lacks an info.json file to begin with. Having one would be a proper way to select it in the vehicle selection menu. Same goes for having description files for the configurations.

    Another thing I observed while using the mod was the glass material on the submarine. As alainmugica1 reported, the front window showed No Material on my end as well. The console reported that a material by the name of "Glass" could not be found, and the main.materials.json file reveals the glass material was originally meant to be named "PG_Glass". In other words, I suspect the model has the glass material named "Glass" instead of "PG_Glass". Again, this can be fixed easily.

    Overall, this submarine mod demonstrates what BeamNG is capable of simulating. We've seen planes and boats made for the game, so it should not be a surprise that submarines can be implemented. I also support your method of distributing patches here on this thread, as this concept is similar to certain application patches. I look forward to seeing more creations from you :)
     
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  18. uncommoncreations

    uncommoncreations
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    Thank you for your purchase, I appreciate your support!

    Does Kofi force people to make an account to buy products? I hadn't realized that and may go back to patreon if that's really the case. o_O

    You are correct, ill fix this and release a patch this week.

    Thank you for the kind words, it's nice to hear this as I worked many hours to make it as fun and bug-free as possible.

    Keep an eye out here for a patch real soon, and enjoy the mod!

    Best,
    uncommon creations
    --- Post updated ---
    Forgot to mention with this, again you are correct. I actually changed the name to PG_Glass as there are often other textures in the game with the same name, which causes issues (if another mod for instance also has a texture named Glass).

    It's funny i'm glad you pointed this out, because I had changed that and I guess it didn't stick (probably didn't copy over from the temp folder or something). This will also presumably be fixed in that mentioned patch this week :)
     
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  19. alainmugica1

    alainmugica1
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    I got it when you made it free, how i will be able to get new version?
     
  20. uncommoncreations

    uncommoncreations
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    I will release a few files here like the last patch (see post with: plosion_gatefixes_1.zip above for reference).
    Basically I can release the main jbeam file(s) publically, as without the dae and other resources only those that have the full copy of the sub will be able to utilize the updated files (for others if they try to use it, it will at most be a meshless jbeam file).

    Hope that answers your question ;)
     
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