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Micro Blog(s) - July 2015 to March 2016

Discussion in 'Microblogs' started by DrowsySam, Jul 15, 2015.

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  1. redrobin

    redrobin
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    Aug 21, 2012
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    602
    My Corolla is currently an air-cooled vehicle. It features very similar behavior when stopped and in traffic, but driving even at a remote speed cools it down to where it should be.
     
  2. synsol

    synsol
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    QA Lead
    BeamNG Team

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    Aug 4, 2013
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    1,471
    Good work with the termal thing guys. I just wait that someone ask you if there will be a termal effect when cigarette lighter is on :)
     
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  3. SixSixSevenSeven

    SixSixSevenSeven
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    Sep 13, 2013
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    6,960
    My corsa was a water cooled vehicle. It featured very similar behaviour when stopped and in traffic but driving even at remote speeds cools it down to where it should be. Opel crap for you
     
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  4. jtreign9097

    jtreign9097
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    Aug 22, 2013
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    186
    Depending on Ambient Air Temp.. cars are very hard to overheat unless there is a problem...Radiator issues/Coolant level/fan related/... once u mess with cooling system then overheating is likely.. changing the rad settings to make them overheat easily is easy as pie.. a lower air speed of fan
     
  5. crashmaster

    crashmaster
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    I started to test a few things for Indianapolis, but how does it work? it does not seem to have anything on the wiki either.
     
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  6. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

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    Aug 5, 2012
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    Code:
    singleton Material(gmt_grid)
    {
        mapTo = "gmt_grid";
        diffuseMap[0] = "levels/groundmodeltest/art/terrain/grid_10_diff.dds";
       useAnisotropic[0] = "1";
    };
    
    singleton Material(gmt_grass)
    {
        mapTo = "gmt_grass";
        diffuseMap[0] = "levels/groundmodeltest/art/terrain/Overlay_Grass-01.dds";
        groundType = "grass";
       useAnisotropic[0] = "1";
    };
    
    singleton Material(gmt_rockydirt)
    {
        mapTo = "gmt_rockydirt";
        diffuseMap[0] = "levels/groundmodeltest/art/terrain/Overlay_RockyDirt.dds";
        groundType = "RockyDirt";
       useAnisotropic[0] = "1";
    };
    
    singleton Material(gmt_rock)
    {
        mapTo = "gmt_rock";
        diffuseMap[0] = "levels/groundmodeltest/art/terrain/Rock-05-D.dds";
        groundType = "Rock";
       useAnisotropic[0] = "1";
    };
    
    singleton Material(gmt_sand)
    {
        mapTo = "gmt_sand";
        diffuseMap[0] = "levels/groundmodeltest/art/terrain/Overlay_Sand-01.dds";
        groundType = "Sand";
        groundDepth = 0.01;
       useAnisotropic[0] = "1";
    };
    
    singleton Material(gmt_mud)
    {
        mapTo = "gmt_mud";
        diffuseMap[0] = "levels/groundmodeltest/art/terrain/Overlay_mud_1.dds";
        groundType = "mud";
        groundDepth = 0.01;
       useAnisotropic[0] = "1";
    };
    
    singleton Material(gmt_ice)
    {
        mapTo = "gmt_ice";
        diffuseMap[0] = "levels/groundmodeltest/art/terrain/Overlay_Ice-01.dds";
        groundType = "ice";
       useAnisotropic[0] = "1";
    };
    
    
    You have to add these
    Code:
        groundType = "mud";
        groundDepth = 0.01;
    
    To the 'materials.cs of your object, in the material you want to be affected from that part. You can find example in the ECA files, the town uses mesh for the grass in some parts.
     
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  7. mumboking

    mumboking
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    Joined:
    Jun 11, 2015
    Messages:
    1,401
    #707 mumboking, Mar 12, 2016
    Last edited: Mar 12, 2016
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