• Post Your Current WIP V.3!: Tutorials, Tools and Model Packs Galore (GM13 googogogo)
    5,225 replies, posted
make it red and you nearly have this [media]http://www.youtube.com/watch?v=mNlXl7cQaNA[/media] at 1:10 for the lazy.
Hi guys, I'm looking to get into ACF and I've been told that there's rules galore. Is there a list of them anywhere? Also, can anyone suggest a good european server? I'd like to start on ACF with some guidance from the FP crowd :v:
[QUOTE=Splambob;37996220]Hi guys, I'm looking to get into ACF and I've been told that there's rules galore. Is there a list of them anywhere? Also, can anyone suggest a good european server? I'd like to start on ACF with some guidance from the FP crowd :v:[/QUOTE] It's not exactly European but a lot of facepunchers frequent both the GME servers and Pure. Pure's server is in Dallas and is pretty beefy, we've not had any lag issues with people across seas.
[QUOTE=Splambob;37996220]Hi guys, I'm looking to get into ACF and I've been told that there's rules galore. Is there a list of them anywhere? Also, can anyone suggest a good european server? I'd like to start on ACF with some guidance from the FP crowd :v:[/QUOTE] There's only rules if you want to be in the sanctioned tank battles. Otherwise you're free to stack 829468249506905 engines inside each other and do wheelies all day long.
There are a ton of rules, almost need to make a thread for it. Just don't let Karbine find out your clipping the pod in the gun or he will go bat shit on you. I did that with one of my tanks, and well just don't have anything inside of anything is a main one. It's unrealistic and pretty much is dumb. But hot damn can't wait to get out of this hell hole called a working establishment and get home to use those box engines.
^ p much when it comes to combat, the basic rules are no putting acf stuff inside each other, use a proper acf seat/pod, and try to stick to somewhat of a weight range (5-40 tons) [editline]11th October 2012[/editline] also released a hotfix, added missing 8 speed straight throughs, nerfed the medium/large turbines (way too powerful), made 1/2 speed gearing 0.5 by default instead of 0.1, made the 2.1l b4's sound a bit better, increased volume of turbine sounds, and reduced pitch of the 7.0l v12's sound.
I was wondering about that on the gearboxes. Probably won't update the scripts on my client though, I'm perfectly happy with the turbines being overpowered as fuck :v:
It still needs a few things, like suspension visuals, exhaust, rear bumper, and I might redo the passenger side. I can't decide which weapon I want, the barrel catapult or the saw-blade launcher. Its supposed to be the bandit technical from borderlands 2. [img_thumb]https://dl.dropbox.com/u/10388108/builds_new/btech_1.png[/img_thumb][img_thumb]https://dl.dropbox.com/u/10388108/builds_new/btech_2.png[/img_thumb] [img_thumb]https://dl.dropbox.com/u/10388108/builds_new/btech_3.png[/img_thumb]
Cool technical shadow, Ellie would be proud. Also nice ACF engine update, but we are encountering power creep problem now, suggesting to nerf some of the engines. Old power to weight [IMG]http://i475.photobucket.com/albums/rr111/Uzkanda/lentele.png[/IMG] and new [IMG]http://i475.photobucket.com/albums/rr111/Uzkanda/power.png[/IMG]
[QUOTE=TestECull;37998109]I was wondering about that on the gearboxes. Probably won't update the scripts on my client though, I'm perfectly happy with the turbines being overpowered as fuck :v:[/QUOTE] acf no longer requires the engine scripts
[QUOTE=unrezt;37998174]It still needs a few things, like suspension visuals, exhaust, rear bumper, and I might redo the passenger side. I can't decide which weapon I want, the barrel catapult or the saw-blade launcher. Its supposed to be the bandit technical from borderlands 2. [/QUOTE] Ooh, i was going ot start on a warthog myself. Is it to scale? =D
OP turbines is actually a good idea since they're fucking MASSIVE. Also, curious: is anyone else finding acf_bouyancy doesn't dupe all the time? Is quite a bummer (was going to do the transport from RA1)
[QUOTE=RedReaper;37999790]OP turbines is actually a good idea since they're fucking MASSIVE. Also, curious: is anyone else finding acf_bouyancy doesn't dupe all the time? Is quite a bummer (was going to do the transport from RA1)[/QUOTE] I thought it was broken for me for some ungodly reason, as do most things in gmod so I said to hell with it.
bouyancy dupes, but you have to grab with the physgun the props that have it after duping. also uzkanda, p/w ratio on an engine doesn't really matter much. [editline]12th October 2012[/editline] [QUOTE=RedReaper;37999790]OP turbines is actually a good idea since they're fucking MASSIVE. Also, curious: is anyone else finding acf_bouyancy doesn't dupe all the time? Is quite a bummer (was going to do the transport from RA1)[/QUOTE] yeah, i nerfed the large by 200hp and 500nm, they're still pretty powerful just because the powerband. they are indeed massive, and HE can kill them pretty easily.
This is my second body I've actually put time into. I think it came out not half bad. Going to back to add some quick interior so it isn't fully done. [IMG]http://i48.tinypic.com/1z1xwmd.jpg[/IMG] [IMG]http://oi50.tinypic.com/bi0wvm.jpg[/IMG] [IMG]http://oi48.tinypic.com/2nkjlth.jpg[/IMG]
unrezt: Sawblade launcher without doubt, or you could simply do both.
Would anyone mind giving me some tips on stabilizing a chassis using makespherical wheels?
[QUOTE=JLim;38005324]Would anyone mind giving me some tips on stabilizing a chassis using makespherical wheels?[/QUOTE] I once made a tutorial on that, might help you out a bit. Fixes the usual shit that MakeSpherical might bring you. [media]http://www.youtube.com/watch?v=Ie4vIP9FEMM[/media]
[QUOTE=Jackpody;38005338]I once made a tutorial on that, might help you out a bit. Fixes the usual shit that MakeSpherical might bring you. [/QUOTE] Thanks!
Pretty nice tut, but it doesn't cover the problem I have. When I make a car using MS wheels it shimmies left and right at more than ten MPH or so. On some cars it gets so bad it will throw it into a wild 180 spin. It's like I'm constantly swerving left and right, even though the steering input is neutral. Normal wheels do not do this, and steering negates it in all but the most severe cases. Any idea why this happens with MS wheels but not normal ones?
[QUOTE=TestECull;38006088]Pretty nice tut, but it doesn't cover the problem I have. When I make a car using MS wheels it shimmies left and right at more than ten MPH or so. On some cars it gets so bad it will throw it into a wild 180 spin. It's like I'm constantly swerving left and right, even though the steering input is neutral. Normal wheels do not do this, and steering negates it in all but the most severe cases. Any idea why this happens with MS wheels but not normal ones?[/QUOTE] That's a weight distribution problem. Typically it's caused by either too much weight on the wheels for what they weigh/ how big they are, or by the center of mass being too high above the wheels. Either try lightening the vehicle as a whole or lowering the center of mass of the vehicle.
[QUOTE=MrWhite;38006276]That's a weight distribution problem. Typically it's caused by either too much weight on the wheels for what they weigh/ how big they are, or by the center of mass being too high above the wheels. Either try lightening the vehicle as a whole or lowering the center of mass of the vehicle.[/QUOTE] Getting the center of gravity on my doom buggy lower will be a bit of a trick considering it's a big-ass live axle monster truck like thing. The bottom of the chassis sits about a meter off the ground, the whole rig is in the neighborhood of 5 tons, and it sits on Offroad 50 slim in the front and Offroad 50 Fat in the back. It's a behemoth. My wheels do tend to be pretty heavy though, I usually set them to 200KGs to get them to not fold over and to give them some grip, so I might be able to trim some fat there and get MS wheels to work on DB. Speaking of, I just got done fooling around with the medium E-motor on that thing. It throws it around like a bloody ragdoll. It makes the 9.0L V12 diesel I had installed look like a lawnmower engine, and [i]that[/i] engine had no trouble throwing that monster around. It even sounds cool, fits the theme of the vehicle. 0-53MPH in about as fast as my game can render it, and itt'l climb anything it can get traction on. The offroadey bits of gm_carconstruct barely phase it...aside from the bits where you're running on two rails with a gap, my fail driving always sees it drop into the gap and high center :v: I'm absolutely loving the new motors. The higher power/weight ratio and higher overall output is a godsend. [editline]12th October 2012[/editline] ....this is a bit late but it's still driving me nuts. I just reinstalled the unofficial wire SVN and tried those miata gauges again. They still look like a blocky mess, and the wire_holo_modelany command is still unrecognized. The fuck is going on here? It should work. I have the unofficial wire SVN and base wiremod was updated after he posted that.
With further googling I got it mostly working. The needles are still fucked up but everything else is good. Apparently someone put the wrong command here, wire_holo_modelany doesn't work whereas wire_holograms_modelany does. lol.
[img_thumb]http://cloud.steampowered.com/ugc/558703525363080650/F0CFA6AD47653926CFB5AC1E0442C45B2CE61FA3/[/img_thumb] This is perhaps one of the biggest projects ive ever embarked on. xD Meanwhile, Pure's current default map has changed to a more naval focus for a little while. Theres not alot of ACF naval war games out there, so maybe we'll fill a niche, if it takes off we might keep it, or go back to land maps if it doesnt xD A friend also had the idea of SeaGame Saturday or something, were saturdays we'd only play ocean maps =D
Pretty sweet turrets. The only thing holding ACF back from naval combat is power, the 203mm guns are pretty damn potent and work wonderfully as naval cannons.
Trying to mod my existing tank to use ACF is giving me headaches, so maybe I'll stick a howitzer on my yacht instead. (anyone know how to stop hydraulics sucking after changing prop weights?)
[QUOTE=Vicious713;38009137]Meanwhile, Pure's current default map has changed to a more naval focus for a little while. Theres not alot of ACF naval war games out there, so maybe we'll fill a niche, if it takes off we might keep it, or go back to land maps if it doesnt xD A friend also had the idea of SeaGame Saturday or something, were saturdays we'd only play ocean maps =D[/QUOTE] I tried that on GGG at one point, we still have harbor2ocean or whatever that map was for SCG. Now that SCG's died, you might fill that niche rather well if you code a gamemode for it.
Could be rather interesting to have to collect oil to buy acf guns xD Maybe scuba dive for burried treasure.. lol Splam, consider tinkering with the hydro's constant and damp. Stuff that requires max settings usually doesn't move too quickly with Acf.. So dozens of hours tinkering with E2 brings me little to no progress.. How do you guys make your guns aim so well Dx
[QUOTE=Sestze;38010084]I tried that on GGG at one point, we still have harbor2ocean or whatever that map was for SCG. Now that SCG's died, you might fill that niche rather well if you code a gamemode for it.[/QUOTE]I'm still trying to convince them to release Naval Play. For the most part though... I would suggest aiming for a gamemode with a progressive dupe system and make sure to base it on Stranded.
[QUOTE=Vicious713;38012740]Could be rather interesting to have to collect oil to buy acf guns xD Maybe scuba dive for burried treasure.. lol [/QUOTE] That accually is a good idea. Almost like the Stranded gamemode, would have to either mine for the specific materials for the type of guns & ammo. That would be quite entertaining. Ive always love stranded but mining just to mine gets old. Mining to build milterized vehicals to take over parts of the map now thats something to look forward to.
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