It stays shiny due to a top secret, experimental metal plating process using a new unobtainium alloy. I wanted to make it look like some kind of hydraulic cylinder, and this is the best that I could figure out how to do.
Using replay or multiplayer, some really crazy stuff is possible for cinematics and even gameplay: Is this a periscope? I think it is. See the attached Submersible_Aircraft_Carrier.MP4 file.
Coming soon: A dual-runway, catamaran hull aircraft carrier with a hangar deck, elevators, and a full interior. The Gemini Class. Later models will also have CATOBAR and radar. I'll be posting test objects here for officers to evaluate as I complete them. I'm starting from scratch in 3... 2... 1...
I'm gonna take a wild guess and say that this is literally the vessel with it's flotation jbeam box lifted up
Pretty much. I used the Flood mod to change the sea level while recording with the Replay UI app, then playback the recording with the sea level normal. Single-Player Mode: Get the Flood mod. Load the Replay UI app. Spawn a carrier. Start a recording with the Replay app. Drive the boat around. Use the Flood mod to change the sea level. Lower the sea level to make the boat a submarine on playback. Raise the sea level to make the boat fly on playback. Just before stopping the recording, return the sea level to normal. Stop the recording. Playback will start. Enjoy. This works because the sea level isn't recorded, and the boat will go wherever the recording tells it to. Multiplayer Mode: Doing this in multiplayer is almost the same. The player that spawns the carrier will use the Flood mod to control altitude/depth. Since the Flood mod only affects the sea level of the player using it, the sea level will remain normal on other players' machines. A flying carrier works exactly the same in multiplayer as it does in single-player. However, a implementing a submersible presents some problems in multiplayer. BeamMP sends vehicle position and rotation updates between players' machines. These updates keep all of the "mirror" vehicles on other players' machines sync'd with the master vehicle on the machine of the player that spawned it. Between BeamMP updates, the mirror vehicles are governed by the local physics on each player's machine. This mix of local physics and updates makes a submerged carrier try to float to the surface between BeamMP updates, which then push he carrier back down. The result is a carrier that's submerged on the machine of the player that spawned it, but the carrier bobs up and down in the water on every other player's machine. There's a way to fix the bobbing. The player that spawned the carrier doesn't need to do anything. However, every other player needs to select the carrier mirror vehicle by tabbing to it, then "sinking" it. This is done, with the carrier selected, by clicking on the Break command from the Fun Stuff circular menu: This will prevent the mirror carriers from floating (no more bobbing), but they still move with the master carrier vehicle according to BeamMP updates.
Hello! I've been following this thread for a while, and I'm not the best at modding (by that I mean I have no experience), but I'll try my best! --- Post updated --- Oh also, @HighBeam9000, why is the posting mostly done by you, and done a few days apart?
I don't usually have a lot of time to post; Not as much as I used to. I'm not sure why not a lot of other people post very much. The best way to learn modding is to look at the internals of existing mods. --- Post updated --- In other news, progress has been made on the Gemini class catamaran-hull aircraft carrier: Length = 500 m Width = 234 m Status: Basic hull geometry complete Flat, featureless, light gray paint Basic jbeam with fixed nodes (doesn't move, yet) No elevators, yet No island, yet No engines, yet No lighting, yet It will be a bit bigger than the Adm. Kuznetsov, our standard carrier: There is a navigable channel between the hulls: The channel is high enough to allow a semi on a barge to pass under: Under the flight deck is a spacious hangar deck: The elevators will be 50m x 50m; large enough to move an AN-12 between the hangar and flight decks: There are starboard and port-side ramps that lead to cargo decks in each hull, just below the hangar deck:
Oh, wow. Good job! And the fact that you don't have enough time to post a lot, that's understandable.
I've got a plan for something slightly related to this (though it would be more related to the Army, not the Navy). I won't tell you what it is, because I don't want to get your hopes up, but I might eventually do it.
If you don't tell us about it, then we won't see it, unless you do it. Do it... Do it... Do it... Become one of us... [Chorus]: "One of us..." If the BeamNG.army needs a boat ride, the BeamNG.navy can provide. (No catamaran, because it doesn't float yet.) Note to modders - How to make visualized beams more visible: As you probably know, when you're building something and you're in the middle of adding reinforcement beams, you would turn on beam visualization (Ctrl+B) to see which beams you've added and which ones you haven't. If you've ever built something big, I mean really big, the 3D lines that show the beams aren't very wide, so they aren't very visible if they're far away. This is a problem when building big stuff because a lot of beams will be further away, making them very hard to see. For example, the following photo is the hangar deck of the Gemini class carrier with beams turned on, with the beams at default width: This next photo is the Gemini hangar with thicker visualized beams: ...and the beams can be made even thicker, if desired. Note that the beams are visible from across the hangar. How was this done? It wasn't too hard: Spawn a vehicle and turn on beam visualization with Ctrl+B. Find the file C:\Program Files (x86)\Steam\steamapps\common\BeamNG.drive\lua\vehicle\bdebugImpl.lua and open it. Within the file, find the line that reads local beamScale = 0.002 * M.state.vehicle.beamVisWidthScale Copy the line and insert the copy one line lower so that the same line now appears twice. Comment out the first instance of the line. This copy of the original line is now preserved so that you can restore it later. In the second instance of the line, change the 0.002 to a higher number to make the beam lines thicker, then save the file. Press Ctrl-R to reload the vehicle, and the thicker beams will appear. Keep changing the line width and reloading the vehicle until you have lines that are thick enough. Continue editing your beams now that you can see them. In the end, the edited code should look like this: Code: -- local beamScale = 0.002 * M.state.vehicle.beamVisWidthScale local beamScale = 0.050 * M.state.vehicle.beamVisWidthScale local alpha = M.state.vehicle.beamVisAlpha ...and 0.050 would be whatever width value you entered.
no i DARE you to find a darn 737 mod AND f-18 mod. Don't suspect someone without proof. --- Post updated --- The 737 is a static object: https://www.beamng.com/threads/commercial-jet-static-objects.91002/ The F18 is me taking lua from other mods and making a jbeam for it.
I have a bare-bones static model of just the hull with a low-rez deck texture. All of the nodes are locked because I haven't made it float or reinforced it yet. Also, I haven't build elevators, engines, or an island yet either. However, you can download and spawn it to get an idea of its size. After completion, it's going to be more of a "mobile location" than a vehicle. Download HighBeam9000_Gemini.zip from this post. Spawn the Gemini Class carrier. Use the World Editor to place the carrier at 1.6 meters above sea level. Land a plane on it. F8-F7 your plane down to the hangar deck to check clearance. All officers are requested to test it and give feedback. UPDATES: The flight deck texture is now 8192x8192 instead of 2048x2048. I'm having trouble uploading an updated ZIP file. Trying stuff to fix it... OK, I don't know why this ZIP isn't uploading. It's only 12 MB. So, until I figure out why I can't upload, here's a link to Gemini in my Google Drive: https://drive.google.com/file/d/1r1VtIL95CHe6U1iJ6213ThJKlfagp1MA/view?usp=sharing Previous version downloads: 6
Is anybody else having troubles uploading ZIP files to this thread? I just tried to update the Gemini ZIP file, and it didn't work. There are some small bar graphs that appear, a standard indicator that it's uploading something, but the ZIP never appears. Anyway... I updated Gemini with a higher resolution flight deck texture. I included a link to my Google Drive. Here's a tip: Google Drawings can only export images up to 2500x2500. Since DDS textures work best using square images with dimensions that are powers of 2, the effective maximum resolution for this purpose is 2048x2048. That results in very chunky pixels on the flight deck, so I needed some way of exporting textures at a higher resolution. I found Inkscape, which can export resolutions of at least 8192x8192, probably even bigger. Inkscape also allows for numeric manipulation of line and arc control points for very precise positioning.