• Post Your Current WIP V.3!: Tutorials, Tools and Model Packs Galore (GM13 googogogo)
    5,225 replies, posted
This will spawn any number of holograms, if they stop spawning, increase the interval(90). Also, interval is internally clamped to multiples of 15, 15 being the minimum(10 would round to 15, 25 to 30, etc); on 66 tickrate servers, interval(15) is the same as runOnTick(1). [code] Count = 31 if (H < Count & holoCanCreate()) { interval(90) H++, holoCreate(H) if (H == Count) { #This if statement replaces if (first()){} } } [/code]
should give your red cube holo a tiny mustache.
Is it normal the my my ACF engines, even the most powerfull, needs to have a gearbox with a very low gear(0.001) to actually move anything? If I keep the default values it just makes noise and whatever vehicle im using it on barely moves, if at all.
[QUOTE=dreukrag;35900435]Is it normal the my my ACF engines, even the most powerfull, needs to have a gearbox with a very low gear(0.001) to actually move anything? If I keep the default values it just makes noise and whatever vehicle im using it on barely moves, if at all.[/QUOTE] ACF engines in a nutshell unless you are a wizard.
Just make a simple stall converter that will get the engine revving before releasing the clutch. [code] if(EngineRPM>MinRPM){Clutch=0}else{Clutch=0.9} MinRPM=2000[/code] Or something. I'm on my Macbook, and I can't quite remember how the ACF clutch works. Might have to change the 0 to 1 and vice versa.
Here's a quick example of how acf clutches work, like real life (acf just doesn't treat the 0-1 input like your foot on a pedal however) Say an engine makes 500 nm, and the clutch rating of the gearbox is 1000 nm. When you give it 0.5 input to the clutch, that means the gearbox disengages the clutch to accept 500 nm of torque. This still means the clutch is delivering full power because the engine makes 500 nm, and the clutch is set to 500nm engagement. However, stick the clutch to 0.25, and this will let 250 nm through the clutch. It's wanky at the moment and we're going to change it so 0.5 will always be 50% engagement no matter what the torque limit. Oh, and in the latest revision I redid clutch ratings- all small gearboxes will handle all of the small engines, same for medium trans/engines and large too. Multi engine is currently broken, we're working on changing that (we may make it so you link engines together and THEN to the gearbox) For those who don't know, ACF supports gearbox linking, and 1 speeds have been turned into differentials. This means you can use any amount of gearboxes, you can even use a gearbox as a low/high range box and use a dual clutch to distribute torque between axles. Example: [t]http://i890.photobucket.com/albums/ac109/XanderKarbine/Gmod%202/gm_buttes0553.jpg[/t] bonus pic of kafouille's (the lead of acf, he's french lolol) shitkicker tank: [t]http://i890.photobucket.com/albums/ac109/XanderKarbine/Gmod%202/gm_dddustbowl20003.jpg[/t]
we need a gearbox that is an intermediate between the 550nm and the 6000nm levels. [code]if(RPM < Bottomofrevband) {Clutch ==0} else {Clutch ==1}[/code] even with piss-poor 20hp/t ratios my tanks seem to fly. Also, we need a decent regenerative steering option apart from two transmissions (which isn't very realistic). An allison crossdrive or hydrostatic system would be nice; I even tried an 80%-efficient E2/AF/ACF genset.
if you update your acf ( i also posted it in the post), i changed them. small gearboxes 80nm > 450 nm med gearboxes 550 > 1200 nm larges unchanged 1 small diff will handle 1000 nm, medium 1600, and so on
[QUOTE=Amplar;35910344]if you update your acf ( i also posted it in the post), i changed them. small gearboxes 80nm > 450 nm med gearboxes 550 > 1200 nm larges unchanged 1 small diff will handle 1000 nm, medium 1600, and so on[/QUOTE] STOP...READING...MY...[B]MIND!!![/B] also, nice. I didn't like the earlier engines, but they've gotten much better as they've evolved. Good work man. Is a realistic E2 electric drive acf-ok?
It seems like the new ACF version broke the racing engines and gearboxes for me.
I have recently did an engine and called it BVR: [QUOTE=Calamity;35767071]I made some kinda BVR12 engine. Banks have 15 degrees in between just like VR engines, and they also have their opposite site banks which is like a Boxer engine: Also the boxer configuration makes it fully balanced, which is awesome.[/QUOTE] But a friend of mine found a vid on youtube, It is called X10-DTSI, the configuration is the same as mine: [video=youtube;NQVrGnvb_MQ]http://www.youtube.com/watch?v=NQVrGnvb_MQ&feature=related[/video]
Yeah, technically they'd be called an "X" engine, though, since I'm not sure they're even used to any notable extent, I'm sure you could get away with calling it a "BVR"; either name describes the engine properly, though "BVR" does a better job, to be honest.
also, i forgot to make dual clutch diffs, and i'm also making 2 speed gearboxes to be used as high/low range boxes, and to attach to gearboxes for tank spot-turning. Changed a lot of engine sounds, and the 1.8l is getting the boot, so it'll go like this for petrol 4bangers: 1.5l > 5l > 16l [editline]11th May 2012[/editline] i'm starting to get pissed with our modeller- i may just start using 4cyl and v8 engines to create v6s and vtwins. ARGH.
So wait, what's with the models? Also, what's going on with the 4 cylinder engines? Your description didn't make much sense to me, other than the 1.8l is out.
To my understanding, there will only be 1.5, 5, and 16 liter variants of the straight 4 blocks. 2.4 or 2.5 would be neat.
I think he might have been describing the order of appearance in the list, but even then that's leaving out so many other, more popular variants. The 2 liter i4, I'd say, is by far one of the most popular around. [editline]11th May 2012[/editline] Also, can't wait for V6s and Vtwins, will we ever see I5s or other radials? Maybe a Wankel class?
Yeah, I'd like to see some more common blocks as well, but modelling/UV mapping/Texturing is a fairly slow process. I'd volunteer some of my engine models but fuckall if I know how to get them in-game. It'd be neat to see some FI blocks, too.
[QUOTE=MrWhite;35919520]Maybe a Wankel class?[/QUOTE] That'd be cool, I know we have models for turbines but how they'd be balnaced i don't know. As is, if you have a centrifugal clutch then gas > diesel by a large margin.
[QUOTE=RedReaper;35921718]That'd be cool, I know we have models for turbines but how they'd be balnaced i don't know. As is, if you have a centrifugal clutch then gas > diesel by a large margin.[/QUOTE] In theory you could balance it with overheating, or weight itself. You could also balance with a new entity that governs fuel flow. Still a weight balance kind of thing. Maybe require an electric APU?
yea but that adds lots of complexity, more headaches, more physical entities, etc. idk. we also have models of some sort of pile driver that was never used if you've checked your models directory.
I think V10s would be cool, too.
V6s [editline]12th May 2012[/editline] holy shit we do have a small turbine, very stealthy
[img]http://dl.dropbox.com/u/61950362/freespace06_v2-10037.jpg[/img] Little UUV designed to augment earlier submarine. For guidance, It takes the average of a set of rangers on either side then compares those two averages to choose the best direction to turn. Depth is just a simple ranger. It's completely autonomous and has been doing laps around the freespace river for hours without touching anything. Its actual purpose is to leave a trail of EGP HUD dots for the submarine captain to follow, as the UUV's autoguidance allow it to plot a safe route.
Seems pretty neat. About how big is it? Looks like the WWII bomb size.
[QUOTE=Jackpody;35924102]Seems pretty neat. About how big is it? Looks like the WWII bomb size.[/QUOTE] Its just built onto the phx torp, considering its about the right size
looks awesome balto, what other features does it have? Should post it when you are done. I would be interested in seeing you code for guidance, i love things that are automated!
[QUOTE=IAmMelon;35924140]looks awesome balto, what other features does it have? Should post it when you are done. I would be interested in seeing you code for guidance, i love things that are automated![/QUOTE] Its really as simple as I said. Its a fan of 5 rangers to the left, and 5 to the right (for a fan of 10 total), then the 5 on each side are averaged and compared to each other. Just arithmetic. Then that's fed to fin governing code that turns the fins to guide the torp [editline].[/editline] Its been at it for about two hours, still happily strolling through rivers, no collisions.
So if it's a torpedo, I'm guessing it's able to blow up. If it is, are you using ACF stuff for it to blow up or is it the standard GMod explosion?
[QUOTE=Jackpody;35924261]So if it's a torpedo, I'm guessing it's able to blow up. If it is, are you using ACF stuff for it to blow up or is it the standard GMod explosion?[/QUOTE] Nah, just a UUV. It is capable of exploding because its that prop, but it never goes that fast. I'd bother with ACF, but ACF likes to crash servers when it goes off underwater.
you guys here already know this but it was requested so I made a tutorial on it. [media]http://www.youtube.com/watch?v=ZR_cechzW5g[/media]
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