• Post Your Current WIP V.3!: Tutorials, Tools and Model Packs Galore (GM13 googogogo)
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Hello, I hope someone here has knowledge about the Willy's jeep because I've ran into a bit of a problem. I can't seem to figure out if the marked spot is straight or not. Does anyone here know? (Not the mudguard of course but the plate behind it) [IMG]http://i.imgur.com/OqQ8vVS.png[/IMG] [IMG]http://i.imgur.com/TcSQtFF.jpg[/IMG]
[QUOTE=Metacore;39388938]Hello, I hope someone here has knowledge about the Willy's jeep because I've ran into a bit of a problem. I can't seem to figure out if the marked spot is straight or not. Does anyone here know? (Not the mudguard of course but the plate behind it) [IMG]http://i.imgur.com/OqQ8vVS.png[/IMG] [IMG]http://i.imgur.com/TcSQtFF.jpg[/IMG][/QUOTE] [t]http://carblueprints.info/blueprints/willys/willys-jeep-1.gif[/t] as far as I can see, it comes in at an angle but is still straight and the wheel arches (?) make up the difference and keep the side flat with the rear
[url]http://www.youtube.com/watch?v=X-h8kN3V7aY[/url]
OH GAWD, KIBBLES IS MAKING MECHS NOW. well at least i'm not making walking kitchen appliances the size of the EVA-1 or fuckin... ultra man. it isn't dont yet, i've got the cockpit done. all i need now is the legs and the weaponry. [IMG]http://cloud-2.steampowered.com/ugc/1118285565667458299/85951EE502139FDF5F64510245159A587DBB18C3/[/IMG] [IMG]http://cloud.steampowered.com/ugc/1118285565667460450/3498F242A5F306393EFF2CDC02776BDF525720E8/[/IMG] [IMG]http://cloud-2.steampowered.com/ugc/1118285565667461441/A0F4B0D37BDA3DC349B18AB7DB69DD2AC1D9EE27/[/IMG] [editline]28th January 2013[/editline] [QUOTE=Luke-N;39390131][url]http://www.youtube.com/watch?v=X-h8kN3V7aY[/url][/QUOTE] i own a willys on my ranch IRL. the fender itself is flat, then about a 50° angle then flat again but if you are talking about the well for it, i'd line up the angle with the steering wheel/dashboard, and go in for a 30° angle and then after 1 scale foot go for about a 10° angle for the rest of the hood. give me boxes, i replied to the wrong person and i'm too lazy to change that.
My model of a Willy's jeep [T]http://i.imgur.com/9FP7vGi.jpg[/T] [T]http://i.imgur.com/VZjvT9f.jpg[/T]
Does basically everyone use ACF as their combat system now? It seems like ACF may ascend to near wiremod status as far as usage goes.
It's the most efficient as far as I'm concerned. There's an actual armour system as opposed to Gcombat which just depends on blocks of weight.
All though I love most of the features in ACF, I miss GCombat. GCombat had stuff like rockets, bombs, and otherwise which are pretty much absent in ACF, and therefore make combat aircraft a major pain in the ass to produce. ACF also doesn't allow you to make handheld weapons like C4/2KG Bazookas which allowed players who weren't proficient at making things like tanks/combat aircraft/ships to just simply make a crappy handheld rocket launcher with propcore. I don't know honestly. I love the armor system in ACF, but I feel like so much is missing without being able to use Missiles/Bombs.
[QUOTE=JoeSkylynx;39395075]All though I love most of the features in ACF, I miss GCombat. GCombat had stuff like rockets, bombs, and otherwise which are pretty much absent in ACF, and therefore make combat aircraft a major pain in the ass to produce. ACF also doesn't allow you to make handheld weapons like C4/2KG Bazookas which allowed players who weren't proficient at making things like tanks/combat aircraft/ships to just simply make a crappy handheld rocket launcher with propcore. I don't know honestly. I love the armor system in ACF, but I feel like so much is missing without being able to use Missiles/Bombs.[/QUOTE] There are ACF SWEPS (Talk to splambob, he made some) and missiles used to be in ACF as well as satchel charges and bombs. They even had flares, guidance computers and radars. But they are unavailable at the current time because ACF's base was updated. The code still exists for the explosives, but they are not enabled.
[QUOTE=EvacX;39388796]24-minute endurance racing, anyone?[/QUOTE] That's exactly what I was thinking. Because power has to be balanced not only with weight, but also the amount of fuel you can carry. Of course, 24 hours is a bit excessive for a gmod game, but you could always put rules on races, like. Max 10L fuel tank. Engine choice is wide open, but you have to balance how much power with how much you want to stop for gas. [QUOTE=ted234521;39392437]Does basically everyone use ACF as their combat system now? It seems like ACF may ascend to near wiremod status as far as usage goes.[/QUOTE] I feel it would be great if it did. However, I am a little concerned for it if it does though because I don't feel it is as supported by the devs as wiremod is. And I've never seen an official thread about it. (Or at least not one that I thought looked very official) I'm sure the devs are still around and still working on it, but I haven't heard about any sort of upgrade or addition planned. It only ever seems to be bug fixes.
[QUOTE=JoeSkylynx;39395075]All though I love most of the features in ACF, I miss GCombat. GCombat had stuff like rockets, bombs, and otherwise which are pretty much absent in ACF, and therefore make combat aircraft a major pain in the ass to produce. ACF also doesn't allow you to make handheld weapons like C4/2KG Bazookas which allowed players who weren't proficient at making things like tanks/combat aircraft/ships to just simply make a crappy handheld rocket launcher with propcore. I don't know honestly. I love the armor system in ACF, but I feel like so much is missing without being able to use Missiles/Bombs.[/QUOTE] I'm gonna be working on some missiles and bombs once I clear some Uni work and polish the SWEPS. Don't know if they're going to be "official" but I'll be using the old ACF 1.5 code that karb gave me and they're going to be in my XCF package for sure.
[QUOTE=lintz;39384433]The more you say things the more I get convinced that you've never had a proper battle in a tank.[/QUOTE] [URL="http://www.youtube.com/playlist?list=PLA73B592D337495B3"]Totally.[/URL] [QUOTE=Slithers;39388814]Blah blah blah[/QUOTE] Pancakes on tracks? Wat. If you ever get the chance to get a close-up with any heavy industrial engine, especially a tank engine, the first thing you will notice is the massive fuckall toughness. An engine block is literally a solid block of steel, often weighing several tons, with high metallurgic quality to maintain frame rigidity and strength at high RPMs. The filters are designed to withstand a nuclear blast, plus direct machine gun fire, flames, grenades, etc. The engines are designed to be able to function for short periods with broken cooling, with inadequate oil, with entire cylinders blown away. Even non-military engines are incredibly tough and durable, with extremely long lifespans and very thick bodies. The physical thickness of engines like the GAA in RHAe would be very high. I have actually tested my tanks, seeing if the armor of the front could be supplemented by a front engine design. The answer is almost always no. The engine dies after a few hits. Much like a real tank, the block will stop one round, maybe two, but quickly comes apart. Bigger engines last a bit longer. Let me explain this to everyone, not just those criticizing me. This is a fundamental thing that you fail to take into account. [I]If your rivals are too hard to penetrate, if armor values are increasing too fast for your weapon to keep up, the answer is not to change ACF. The answer is to [B]mount a bigger fucking gun[/B].[/I] It's really quite absurdly simple. I was in the same boat 6 months ago. Then I tried new mounting techniques (and even shared them with everyone freely), and started mounting [B][I]bigger guns.[/I][/B] It's not rocket science. [editline]29th January 2013[/editline] Yes, I've been saying for ages that ACF needs things like handheld weapons, rocket launchers, bombs, missiles, etc. They're hard to balance but we need them. I think we should add an optional, connectable autoloader to all heavy weapons, so we can have rapid fire mortars, howies, etc. Do MRSI missions, etc. [quote=Karbine's default reply]FIND ME CODERS[/quote]
.-*-. updates .-*-. got the upper legs done... finally. i got lazy on them and so the sides look a lil' flat, but ill detail them up soon. [IMG]http://cloud-2.steampowered.com/ugc/1118285565685575996/CBE07D79007D9415E49F9AE87CE28523DCDDE9E4/[/IMG] [IMG]http://cloud-2.steampowered.com/ugc/1118285565685576272/61FCCA2DF0BFA2E52C6F37910D7414F644DEEFD6/[/IMG] [IMG]http://cloud.steampowered.com/ugc/1118285565685575494/667A3DA94D5D4AE36B0DADEA90F189FC020EAE89/[/IMG] so for weaponry i was gunna slap 6 180 mm mortars on one side and then a 100mm cannon and the other. grenades are grenades. so far weightwise it weight 17000 lbs or kg whatever the fuck it measures it in. but idk if that is excessive for a heavy class mech or not.
[QUOTE=Kobi~;39398740].-*-. updates .-*-. got the upper legs done... finally. i got lazy on them and so the sides look a lil' flat, but ill detail them up soon. [IMG]http://cloud-2.steampowered.com/ugc/1118285565685575996/CBE07D79007D9415E49F9AE87CE28523DCDDE9E4/[/IMG] [IMG]http://cloud-2.steampowered.com/ugc/1118285565685576272/61FCCA2DF0BFA2E52C6F37910D7414F644DEEFD6/[/IMG] [IMG]http://cloud.steampowered.com/ugc/1118285565685575494/667A3DA94D5D4AE36B0DADEA90F189FC020EAE89/[/IMG] so for weaponry i was gunna slap 6 180 mm mortars on one side and then a 100mm cannon and the other. grenades are grenades. so far weightwise it weight 17000 lbs or kg whatever the fuck it measures it in. but idk if that is excessive for a heavy class mech or not.[/QUOTE] Dat ass
[t]http://cloud-2.steampowered.com/ugc/919001282007048564/AECFA88BAE98C1D11BC217512B0F6F76F4C16717/[/t] [t]http://cloud-2.steampowered.com/ugc/919001282007049846/309AFA39C4DEBBA1D823B64F9298FD53EBF4D942/[/t] [t]http://cloud-2.steampowered.com/ugc/919001282007051082/1346DEA734FDF4EBBBA84863024C98AC5E97D033/[/t] It's not based off a Bentley or a Rolls, so don't try to guess. These screenshots are [i]slightly[/i] out of date, as I have the front grille completed and the front wheel arches more defined.
Can't wait to see that finished, MrWhite. Looks awesome. How many props so far?
Daww, thanks :3 It's hovering in the 70 prop region at the moment with most of the front finished. I'm hoping to keep it lower than [URL="http://facepunch.com/showthread.php?t=1160473&p=39152871&viewfull=1#post39152871"]the last car I posted[/URL], which ended up at over 300 props.
[QUOTE=MrWhite;39401483]Daww, thanks :3 It's hovering in the 70 prop region at the moment with most of the front finished. I'm hoping to keep it lower than [URL="http://facepunch.com/showthread.php?t=1160473&p=39152871&viewfull=1#post39152871"]the last car I posted[/URL], which ended up at over 300 props.[/QUOTE] Big sedan/superlux competition? Anyone?
[QUOTE=MrWhite;39401483]300 props is alot[/QUOTE] [IMG]http://ih0.redbubble.net/image.12394751.2657/pp,375x360.jpg[/IMG]
[QUOTE=Metacore;39391638]My model of a Willy's jeep [T]http://i.imgur.com/9FP7vGi.jpg[/T] [T]http://i.imgur.com/VZjvT9f.jpg[/T][/QUOTE] Amazing.
EGP no longer runs at snailspeed. Got a heading indicator, artificial horizon, altitude, rate of ascent, airspeed, and throttle. Still a wip [IMG]http://cloud.steampowered.com/ugc/919001647839753282/DEEFECA5849638FCCBA59902E594045F56171F2C/[/IMG]
Hope you're not testing that in SP because it's always been fast in SP. [editline]29th January 2013[/editline] Through no conscious effort of mine, the car I previously posted turned into another one of these slope-backed land boats: [t]http://cloud-2.steampowered.com/ugc/920127547749783476/E71BF17AFFDC744667E5968D722AF841CA52A036/[/t] [t]http://cloud.steampowered.com/ugc/920127547749784218/A609F1865DFF2630B6B30C8FA8606561BC0CD9BF/[/t] I'm really liking how this is going, but I was wanting a longer more luxurious car similar to a Chrysler 300-C in shape. I may end up redoing it all.
[IMG]http://cloud-2.steampowered.com/ugc/560965477458757176/D60CA3BD913ED0AFE7D1B32C9A27C88EF2BA00B8/[/IMG] [IMG]http://cloud-2.steampowered.com/ugc/560965477458758813/A2B49BADA3607257BED8AAC28DBC7BE232774105/[/IMG] CAR
[QUOTE=RedReaper;39407863]EGP no longer runs at snailspeed[/QUOTE] WHAT IS THIS MADNESS!? And when did it happen?! Is it actually an update? Or did the server you're on just up umsg per second? So many questions! Also. Wow, MrWhite, that looks amazing! How many props is it now? Same with yours kdh3305. Looks familiar... can't place the make and model though.
uses net messages brah.
Lol, serverside HUD
[url=http://www.wiremod.com/forum/ideas-suggestions/30660-egp-usermsg-update-rate-increase.html#post269482]Serious good news.[/url]
I'm releasing this code because I think that those who still like to build real engines would like it. [code] @name _Gearbox_ @inputs EngineRPM AxleRPM Clutch Ratio [Engine Axle]:entity @persist Mass Power EForce AForce Force #It's very important that you do not use the RPM of the same entity that you are applying force #to as it does effect the RPM. if(first()|dupefinished()){ Mass=100 #Depending on how powerfull you want your gearbox to be. Engine:setMass(Mass) Axle:setMass(Mass) Power = 10 #This value you need to be careful with to not set it too high, it should be #high enough to transfer power, but low enough to not spazz. } interval(30) Force = ((abs(EngineRPM*Ratio))-(AxleRPM*sign(Ratio)))+$Force EForce = (Power/Mass)*((Force)*Clutch) AForce = (Power/Mass)*((Force/Ratio)*Clutch) Engine:applyTorque(vec(0,0,EForce)) #Change this to negative if your engine is speeding up when it #should slow down with torque. Axle:applyTorque(vec(0,0,AForce)) [/code] If anyone would like to optimize it, feel free to post it here.
[QUOTE=Labrasones;39410292] Wow, MrWhite, that looks amazing! How many props is it now?[/QUOTE] Thanks :3 It's at a little over 130 now, which is right on track for a decent prop-count.
Can anyone point me in the direction of a well optimized aiming chip, or anything else that controls the orientation of a prop? I'm trying to find a method that is less expensive in ops than my current vector calculations.
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