I think you're right about the B25 brakes. I'm going to check it out this weekend. If the brakes work, then maybe I can rig the ME262 brakes to work again. In the Tunnels of Italy map, there should be several airfields scattered around the outer islands, with landing lights for night flights.
I thought about that when i saw the sudden shake of the plane when I turned on the ground. That would be great, you should add sand pits around the runway in case of overruns. maybe a carrier somewhere around the map too, so we don't have to spawn it ourselves --- Post updated --- Also feel free to join my new Discord server, you can store any files you want in the dedicated channels I made. https://discord.gg/5fne3Ra4JQ --- Post updated --- Hey guys do you guys know since which version the ME-262 texture broke?
In "b25.lua" I just found the following: Code: local function updateWheelsIntermediate(dt) rightWheel.desiredBrakingTorque = rightWheel.brakeTorque * brakeR or 0 leftWheel.desiredBrakingTorque = leftWheel.brakeTorque * brakeL or 0 end Could something like this be the answer to the ME262's braking issues? Maybe... --- Post updated --- This is the fix! The carrier air wing is back! I tweaked the ME262 braking controller, and now diff braking works again. I attached the controller to this post. Replace it in your ME262.ZIP file, and take it for a spin.
I appreciate it. I’m surprised more naval aviators haven’t downloaded the brake fix. Carrier ops aren’t really possible without it.
This thread is honestly under appreciated, not much people know it so I really want to make face a bigger audience, would you like to work on some projects on YouTube together sometime? And quick question do you mind if i archive all the files from to thread onto the discord server I made? Thanks --- Post updated --- Btw if I’m not wrong, the toe brakes are also working on the Me262
Cn you also fix the fix of the cessna 120? I cant use ailerons or elevators, but yes rudder https://www.beamng.com/threads/unable-to-render-mesh-problem.79275/
That could be fun. I've been short on time lately, though. I don't mind at all. Yes, the ME262 brakes are once again fully operational, as long as the fix above has been applied. --- Post updated --- I just checked out the Cessna 120 link, and that fix is above my level of expertise. Maybe someday I can take a swing at it, but today it's beyond my abilities. I'm sorry.
@HighBeam9000 The Left and right wheel brakes controls aren't working, can you maybe have a look in the codes? --- Post updated --- What i meant by that are the Left and Right wheel brakes binding
There is a control mapping for wheel brakes. This activates both left and right brakes. However, differential wheel braking for steering is activated by using the rudder. Diff brakes don't have dedicated bindings: Code: --------DIFFERENTIAL BRAKES-------- --add up the general brake with the steering brakes local rudderBrakeInput = electrics.values.airspeed < 30 and (input.rudder or 0) * 0.5 or 0 local brakeR = min(max(electrics.values.brake_combined + electrics.values.brake_r + rudderBrakeInput, 0), 1) local brakeL = min(max(electrics.values.brake_combined + electrics.values.brake_l - rudderBrakeInput, 0), 1) --scale the parking brake torque to match our desired torque rightWheel.desiredBrakingTorque = rightWheel.brakeTorque * brakeR or 0 leftWheel.desiredBrakingTorque = leftWheel.brakeTorque * brakeL or 0 --- Post updated --- Just completed my carrier recertification:
I found this in the input_actions_262.json file: Code: "brake_l": {"order": 100, "onChange":"electrics.values.brake_l = VALUE", "title": "Left Wheel Brakes", "desc": "" }, "brake_r": {"order": 101, "onChange":"electrics.values.brake_r = VALUE", "title": "Right Wheel Brakes", "desc": "" }, "brake": {"order": 102, "onChange":"electrics.values.brake_combined = VALUE", "title": "Wheel Brakes", "desc": "" }, "parkbrake": {"order": 103, "onDown":"electrics.values.brake_combined = 1-(electrics.values.brake_combined or 0)", "title": "Parking Brake", "desc": "" } So, the left and right wheel brakes have their own bindings. I'm guessing these bindings aren't having an effect because they're being overridden by the rudder code in the controller. Maybe I can rewire it to allow both activation methods, rudder or bindings...
This would be really nice to fix, since people with rudder gear like TM TFRP rudders can assign it to their toe brakes. --- Post updated --- Also, how do 'onChnage" and "onDown" differ? do they change the trigger mod from hold to toggle? --- Post updated --- BTW The Me-262 parking brake control is a toggle control, and for people with sim gear that has turning parking brakes like me, its really annoying to turn the parking brake handle twice unlike holding it like other plane mods
I can see what I can wire up. It might take a little bit of time. An excellent explanation of onChange, onUp and onDown can be found here: https://documentation.beamng.com/modding/input/actions/ I use the parking brake in toggled form. Maybe there's a way to make that a setting so the player can pick toggled or held...
You can find the entire file in Naval Warfare post #404: https://www.beamng.com/threads/naval-warfare.87940/page-21#post-1694332 Download the file me262.lua. Find your me262.zip file. Open the zip file. Find the me262.lua file in the zip file. Replace that me262.lua file with the one you downloaded. I haven't made any changes to the input actions file yet.