Post Your Current WIP V.3!: Tutorials, Tools and Model Packs Galore (GM13 googogogo)
5,225 replies, posted
[QUOTE=MarciuZx;36039379]If I start tallking about REVOLUTIONARY FOV, then just kill me.[/QUOTE]
That's a different joke
Shit I need content
[quote]
[IMG]http://i.imgur.com/ZXgW6.jpg[/IMG]
[IMG]http://i.imgur.com/qKJdr.jpg[/IMG]
[IMG]http://i.imgur.com/dwaDo.jpg[/IMG]
[IMG]http://i.imgur.com/0jaYv.jpg[/IMG]
[/quote]
Seeing those old mercs made me think of my favorite! The Mercedes W123, and I began building one!
[IMG]http://cloud-2.steampowered.com/ugc/596971085972072420/1B3DEA6210AA09B14E9B330AE13D761027BCCA25/[/IMG]
[IMG]http://cloud.steampowered.com/ugc/596971085972069401/DCFF8C3808DA611906D6C97086AC9071309392AC/[/IMG]
[QUOTE=NutsAndy;36035838]Thought i'd chip in with my "Simple Truck".
Its made to be low lag, so has 127 props, 12 of which are moving physical props, 1 frozen prop holding all of the wire entities and the rest are parented. It spawns the body parented with no constraints so uses 67 constraints in total.
The expression has been coded to allow me to drive it precisely and incorporates a few helpful features such as "AutoCrawl" which makes it try to stay at 100 AngVel so there isnt any worry about rolling back and Hill Descent control to help stop it running away on the opposite side of the hill it's just climbed. I decided to code the E2 as an electric vehicle for another project but like the ease of use, the lower lag and the precision that it allows over my usual vehicles.
[IMG]http://screensnapr.com/e/eOX8OD.jpg[/IMG]
[IMG]http://screensnapr.com/e/YWeAjg.jpg[/IMG]
[video=youtube;TUFlFnShKHE]http://www.youtube.com/watch?v=TUFlFnShKHE[/video]
I still need to add a few props here and there, find a more appropriate electric sound that isn't too OTT, add a few more things to the drive E2 and create a good instrument binnacle.[/QUOTE]
you guys need to try acf or real engines, because that "autocrawl" infinite grip shit is boring as hell. woo, it will drive up a 90 degree slope unrealistically and without any sort of realistic constraint
[editline]22nd May 2012[/editline]
using applytorque in that kind of manner is literally the same as just putting thrusters on the back of the truck honestly
also why does it make an electric sound
[QUOTE=Amplar;36047902]you guys need to try acf or real engines, because that "autocrawl" infinite grip shit is boring as hell. woo, it will drive up a 90 degree slope unrealistically and without any sort of realistic constraint
[editline]22nd May 2012[/editline]
using applytorque in that kind of manner is literally the same as just putting thrusters on the back of the truck honestly
[/QUOTE]
This. ACF adds a whole new dimension to crafting vehicles. It's easy to set up and fun to tweak, and it lags no more than an applyforce E2. It makes everything feel more professional and properly made; it's beautiful.
Karbine, while I still use thruster engines frequently, I can honestly say that I am in love with ACF Mobility, and I have you to thank.
[QUOTE=Amplar;36047902]you guys need to try acf or real engines, because that "autocrawl" infinite grip shit is boring as hell. woo, it will drive up a 90 degree slope unrealistically and without any sort of realistic constraint
[editline]22nd May 2012[/editline]
using applytorque in that kind of manner is literally the same as just putting thrusters on the back of the truck honestly
also why does it make an electric sound[/QUOTE]
Although I agree with you that ApplyTorque Engines are unrealistic and booring, in my opinion it still beats ACF any day of the week. My friend and me have been trying all of the different engines and loads of configurations for the clutch and throttle control and still the car/tank we put it on jerks into motion or stays completly still, that and the fact that steering with acf is next to impossible.
You need to fix the flywheel control for ACF to be anything near useful, and I have yet to see the engine handle anywhere near realistic.
If you are using some sort of E2 magic to somehow make sure the engine works smooth enough to power tanks and cars with realistically then I'd like to see that.
[QUOTE=Unslinga;36048112]If you are using some sort of E2 magic to somehow make sure the engine works smooth enough to power tanks and cars with realistically then I'd like to see that.[/QUOTE]
There's a bit of magic that goes into clutch control on heavier vehicles that variates the clutch at low RPM to get the engine a little higher in its powerband for quicker takeoffs. The code was something similar to [code]Clutch=clamp((RPMLimit-RPM/1000),0,1)[/code]. That's what I use, or something similar. It's sort of like a stall converter. That, coupled with a high-low transfer case and a 6 speed transmission should do just about anything.
Marlin now has proper retracts (thanks to iwan) and I just got through automating them and working them into the rest of the interface. Video eventually.
ACF Is really good, at least I think for preliminary testing of vehicles. Say if you want to test a vehicle but do not feel like making an thruster engine. Also, ACF gives people realistic power bands and operating gearboxes. You cant just slap a measly 4 speed on a Diesel V12! I love ACF!
"ACF sucks cause I can't get it to work"
No.
Also steering with acf is exactly the same as any other method?
[QUOTE=Tibbles!;36048594]"ACF sucks cause I can't get it to work"
No.
Also steering with acf is exactly the same as any other method?[/QUOTE]
Never said ACF sucks, just ranted about it not being as stable as it should be.
And I still havent figured out tank steering... because for some reason brakes are wtf and the differencial makes it jerk to each side.
Not being as stable as it should be? If you feel it needs more stability then contribute some way or another.
[QUOTE=Unslinga;36048112]Although I agree with you that ApplyTorque Engines are unrealistic and booring, in my opinion it still beats ACF any day of the week. My friend and me have been trying all of the different engines and loads of configurations for the clutch and throttle control and still the car/tank we put it on jerks into motion or stays completly still, that and the fact that steering with acf is next to impossible.
You need to fix the flywheel control for ACF to be anything near useful, and I have yet to see the engine handle anywhere near realistic.
If you are using some sort of E2 magic to somehow make sure the engine works smooth enough to power tanks and cars with realistically then I'd like to see that.[/QUOTE]
of course ACF is going to not work as well as infinite torque E2 applytorque. just because something is harder to use, doesn't make it worse. as for steering, steering isn't done any differently than any other propulsion type, unless you mean tank steering, in which case:
-spheres have lots of grip, tracks require traction to be lost to turn
-you're not paying attention to clutch torque limits
as for stuff not moving, refer to last point of clutch limits
Added content to my pageking
also this
[IMG]http://i.imgur.com/wEId2.jpg[/IMG]
[IMG]http://i.imgur.com/3QGgV.jpg[/IMG]
It flies
[QUOTE=harrycarry250;36045190]Seeing those old mercs made me think of my favorite! The Mercedes W123, and I began building one!
[IMG]http://cloud-2.steampowered.com/ugc/596971085972072420/1B3DEA6210AA09B14E9B330AE13D761027BCCA25/[/IMG]
[IMG]http://cloud.steampowered.com/ugc/596971085972069401/DCFF8C3808DA611906D6C97086AC9071309392AC/[/IMG][/QUOTE]
ohmygosh I love you. That looks fantastic! I'd love to see it in beige. :v:
Iwancoppa and co landing gear. Guarenteed to be fully stable and work well.
Need some? contact me today.
Here's a hovercraft I been working on. I guess it's pretty finished. Sorry for the bad quality video.
[video=youtube;eg_aTJkXox0]http://www.youtube.com/watch?v=eg_aTJkXox0&feature=plcp[/video]
And a car that still needs suspension and an acf engine. Still got the ol' forcer motor.
[URL=http://imgur.com/aqWYY][IMG]http://i.imgur.com/aqWYYl.jpg[/IMG][/URL]
[URL=http://imgur.com/Iv6kB][IMG]http://i.imgur.com/Iv6kBl.jpg[/IMG][/URL]
Landing gear BONANZA
Some perspicacious person will have guessed by now my demonstration aircraft - Le 723k marlin.
[IMG]http://cloud-2.steampowered.com/ugc/596971085982054519/2D4486C5901658B6275F913FB134D56E0C8760FD/[/IMG]
[IMG]http://cloud.steampowered.com/ugc/596971085982073581/8FB3C4F61D5D1EF4036C64C3440E5F2C719E4397/[/IMG]
It gets better. VARIETY, GO
[IMG]http://cloud.steampowered.com/ugc/596971085982066687/62806663DA68060F30893FCF02D189CD068908BC/[/IMG]
holy shit, they retract too! nahdurr.
[IMG]http://cloud.steampowered.com/ugc/596971085982061229/5C16FAA5EE75DD1D74BCA2C9AA2F386C4E764B36/[/IMG]
Le landing Gear.
EDIT: apologies for cruddy quality. Gmod refuses to save my video res to 1600x1200 (puts it at 1280 x 960) so stuff gets horrible.
also, @ nutsandy
I find your applyforced stuff so amazing with that infinite grip and torque that removes all form of skill from the vehicle's construction
[quote=iwancoopa]I find your applyforced stuff so amazing with that infinite grip and torque that removes all form of skill from the vehicle's construction[/quote]
alright that's enough. Not everyone wants to use ACF, mainly because some people can actually do applyTorque properly. That means not having "infinite grip" (where did that even come from?) or having instant max RPM. I personally use an automatic E2 gear changer that changes the gears on the applyTorque flywheel. It also doesn't have "infinite grip" and "infinite torque". It all comes down to preferences. I mean christ, what happened to opinions? Just because ACF can be neat, which it is, doesn't mean everyone should use it because [b]people have different opinions[/b].
It's an electric truck, as far as I know ACF doesn't come with stuff that allows you to make a realistic electricity vehicle. It would sound like some diesel or petrol and feel like a diesel or petrol, not electric.
I had this idea for a while on my mind.I don't know if this was ever made on gmod before, but I made an opposed hydraulic engine and I'm pretty pleased with the result.
I'm getting about 160 mph with 30 inch wheels only, a lot of smooth torque, and 1/4 mile in 8.6 seconds.
[QUOTE][IMG]http://cloud-2.steampowered.com/ugc/596971085984933751/B3CA895330303C50360A4A8E6E1421C005DC7D8A/[/IMG][/QUOTE]
Video coming soon.
[video=youtube;T6mkX0mu-SY]http://www.youtube.com/watch?v=T6mkX0mu-SY[/video]
[QUOTE=Calamity;36052665]
[video=youtube;T6mkX0mu-SY]http://www.youtube.com/watch?v=T6mkX0mu-SY[/video][/QUOTE]
I had never done this, but I did have a similar idea. I never could wrap my mind on exactly how I'd connect it all without using gears, as this was many years ago when I first learned of hydraulic propulsion.
Interesting little concept.
[QUOTE=Jackpody;36052237]alright that's enough. Not everyone wants to use ACF, mainly because some people can actually do applyTorque properly. That means not having "infinite grip" (where did that even come from?) or having instant max RPM. I personally use an automatic E2 gear changer that changes the gears on the applyTorque flywheel. It also doesn't have "infinite grip" and "infinite torque". It all comes down to preferences. I mean christ, what happened to opinions? Just because ACF can be neat, which it is, doesn't mean everyone should use it because [B]people have different opinions[/B].
It's an electric truck, as far as I know ACF doesn't come with stuff that allows you to make a realistic electricity vehicle. It would sound like some diesel or petrol and feel like a diesel or petrol, not electric.[/QUOTE]
Thank you so fucking much. I've been getting arsed 24/7 about my mechs not being engine powered. Apparently, people who use ACF engines for everything seem to think that they are some part of this master race. Jeeze, they're mechs that I coded myself. I think that the coding makes up for some gimmicky balance system [I]that only tanks were supposed to use, originally[/I], [B]and that were supposed to only be used in their own classes.[/B]
Seriously, to all people who take ACF as some sort of [I]need[/I] to have skill in building, remember that it's only a limiter meant to balance things.
[editline]22nd May 2012[/editline]
Besides, I seriously doubt that car is ever going to see ACF combat
It should also be noted that iwan is actually 14
I've been promoting literal children. Welp.
[QUOTE=Amplar;36047902]you guys need to try acf or real engines, because that "autocrawl" infinite grip shit is boring as hell. woo, it will drive up a 90 degree slope unrealistically and without any sort of realistic constraint[editline]22nd May 2012[/editline]using applytorque in that kind of manner is literally the same as just putting thrusters on the back of the truck honestlyalso why does it make an electric sound[/QUOTE]
Actually, I would love to use ACF, infact a standardized method of real-ish wheel propulsion is all ive wanted since i started playing gmod. I do have a few problems with ACF which ill admit i haven't spent a lot of time trying to overcome though.
My issues with ACF are:
Is there a way to turn weapons off for peaceful servers?
what are the expected input ranges on the engines and gearboxes?
why does ACF seem to kill Smart Snap?
Engines seem to have no/extremely low torque low down to get the vehicle moving.
I have tried doing brakes and so far haven't been able to get them to work at all, even on flat ground - would be good to have an input for brake bias and force.
People have said that gearboxes can't have really low ratios like a real crawler would have.
would be nice to know what you are supposed to do to get a 2WD car to have all 4 wheels brake.
To me It just feels quite faffy to use and with no real assurance that you'll get anywhere for trying. Also last time i looked it had been a few months since ACF was updated.
My torque is incremental to maintain a wheel velocity, yes, but it is more like a mixed form of traction control + Cruise control than anything, the vehicle can climb a maximum of 44/45 degrees because it still relies on wheel traction to move.
I'm probobly doing things very wrong with ACF and if anyone wants to show me the error of my ways or a good place to start from, ill happily accept.
I've been working on an automatic transmission controller for ACF to take all the fun out of it. Enjoy.
[code]
@name ACF Automatic Transmission
@inputs Mouse1 Mouse2 RPM Space W
@outputs Brake Clutch Gear Range GearCount Wait Throttle
@persist GearCount ClutchMath MaxGear Cutoff Shift IdleThrottle
@persist ShiftUpRPM ShiftDownRPM Wait ShiftDelay BrakeForce
#[
MrWhite's Automatic ACF Controller V1.2
The code is currently set up to accept a 6 speed gearbox coupled with a 2 speed hi-lo shifter. To fully understand each selectable gear,
refer to this chart:
Gear 1 Low range mode. Shifts as normal in low gear mode.
Gear 2 Reverse gear. Shifts into the highest gear (defaults to reverse) on the main gearbox in low gear mode.
Gear 3 Park. Acts like neutral gear, but automatically applies the brakes.
Gear 4 Neutral. Clutches off the engine and disengages parking brake.
gear 5 Drive. Shifts as normal in high gear mode.
In order to use this code, you will need two ACF gearboxes; a 4 or 6 speed main gearbox and a 2 speed transfer case wih 1st gear being
lower than 2nd. The latter is your range shifter, and is used to switch between low and high range mode.
If you have any questions that you can't answer yourself, you know who to ask.
]#
runOnTick(1)
if(first()){
Gear=1
Clutch=0
Range=2
GearCount=3
#CONFIGURATION SETTINGS
MaxGear=6 #Number of gears
ShiftDelay=100 #Delay between successive shifts
Cutoff=2000 #Fairly arbitrary value that roughly decides when to clutch the engine off. Lower=lower cutoff RPM.
ShiftUpRPM=7000 #Engine RPM needed to shift into a higher gear
ShiftDownRPM=3000 #Engine RPM needed to shift into a lower gear
BrakeForce=6 #Force applied when in Park or space is held. Shouldn't exceed 10 unless you know what you're doing.
IdleThrottle=15 #Throttle at idle. Can be useful for stall converter setups.
}
#CODEY BITS DON'T TOUCH UNLESS YOU KNOW WHAT THE HELL IT MEANS
if(W){Throttle=100}else{Throttle=IdleThrottle}
Brake=Space*BrakeForce
if(Shift&Wait<=ShiftDelay){Wait++}
if(Wait>ShiftDelay){Wait=0, Shift=0}
if(Gear==1){ClutchMath=clamp((Cutoff-RPM)/500,0.3,1)}else{ClutchMath=0}
if(RPM>ShiftUpRPM&Gear<(MaxGear-1)&!Wait){Gear++, Shift=1}
if(RPM<ShiftDownRPM&Gear>1&!Wait){Gear--, Shift=1}
if(changed(Mouse1)&Mouse1&GearCount<5){GearCount++}
if(changed(Mouse2)&Mouse2&GearCount>1){GearCount--}
if(GearCount==1){
Gear=Gear
Range=1
Clutch=ClutchMath+Space
Brake=Brake
}
if(GearCount==2){
Gear=MaxGear
Range=1
Clutch=ClutchMath+Space
Brake=Brake
}
if(GearCount==3){
Gear=1
Range=2
Clutch=1
Brake=BrakeForce
}
if(GearCount==4){
Gear=1
Range=2
Clutch=1
Brake=Brake
}
if(GearCount==5){
Gear=Gear
Range=2
Clutch=ClutchMath+Space
Brake=Brake
}
[/code]
Some info on the code:
I'd like to thank karbine and Kickasskyle for their work on the ACF controller that inspired this. In fact, there is a small "wait after shift" function that I would have taken me quite a bit of time to figure out if it wasn't for their code that I could look at. The function is integral to normal operation, or else the code tends to skip gears. The code is113 lines in total because I felt like expanding it to that because I'm an idiot. it runs at between 100 and 130 ops during use and the math isn't complex, so it's not a laggy mess.
[QUOTE=NutsAndy;36055251]Actually, I would love to use ACF, infact a standardized method of real-ish wheel propulsion is all ive wanted since i started playing gmod. I do have a few problems with ACF which ill admit i haven't spent a lot of time trying to overcome though.
My issues with ACF are:
Is there a way to turn weapons off for peaceful servers?
what are the expected input ranges on the engines and gearboxes?
why does ACF seem to kill Smart Snap?
Engines seem to have no/extremely low torque low down to get the vehicle moving.
I have tried doing brakes and so far haven't been able to get them to work at all, even on flat ground - would be good to have an input for brake bias and force.
People have said that gearboxes can't have really low ratios like a real crawler would have.
would be nice to know what you are supposed to do to get a 2WD car to have all 4 wheels brake.
To me It just feels quite faffy to use and with no real assurance that you'll get anywhere for trying. Also last time i looked it had been a few months since ACF was updated.
My torque is incremental to maintain a wheel velocity, yes, but it is more like a mixed form of traction control + Cruise control than anything, the vehicle can climb a maximum of 44/45 degrees because it still relies on wheel traction to move.
I'm probobly doing things very wrong with ACF and if anyone wants to show me the error of my ways or a good place to start from, ill happily accept.[/QUOTE]
1. turn sbox_max_acf_ammo to 0 (however anything with ammo that you spawn will not finish pasting due to ad2 , so you can go into acf/lua/entities/acf_gun and remove Fire from the list of inputs on a gun, and then remove the Torch folder in acf/lua/weapons so ammo can't be detonated)
2. [URL]http://www.facepunch.com/threads/1132792[/URL]
3. you installed acf improperly, NEVER install the dev folder. everything you need now is just in the Trunk folder (make sure you put the scripts folder in the main gmod dir of yourself and server)
4. Your acf is ancient as shit
5. refer to point 3, braking is from 0-100 but more than 50 isn't recommended (too much will spaz, just try between 0 and 20)
6. this was true of older acf before gearboxes were redone
7. use a differential on a non-powered axle and just don't connect it to the engine or transmission and only use the brake input. a small diff weighs 10kg so it's no big deal.
i'm sorry for being a twat, you can use whatever you want. i just can't use anything but acf because of the challenges it presents in building vehicles.
problems with acf currently:
-reverse ratios do not function when linking gearboxes (but will work if it goes engine > trans > wheel). this is also causing big problems with using 4wd from a gearbox to diffs.
-Flywheel drag is incorrect for engine deceleration
-heavy flywheels causes vehicle jerking
-using diffs can be confusing, if it ever just not works, it's because of a reverse ratio somewhere (we'll fix this)
[QUOTE=Jackpody;36049473]ohmygosh I love you. That looks fantastic! I'd love to see it in beige. :v:[/QUOTE]
I was thinking the same! I had some trouble with dimensions, but I think it will turn out nicely. I saw a W123 last week and it made me drool so I had to build one!
I thought this thread was supposed to have flying things
[video=youtube;JZFeNFENQPU]http://www.youtube.com/watch?v=JZFeNFENQPU[/video]
[code]@name Red's Holo Aircraft Instruments
@inputs Master:entity
@outputs
@persist [Rpos]:vector Amod Yawmax Slipmax Altfeet [Array]:array
@trigger
interval(125)
if(dupefinished()){reset()}
if(first())
{
#you alter these
Amod = 0 #altitude modifier, for how high up the master sits when on the ground. Ignore 99% of the time, 100% if using altitude in feet
Yawmax = 150 #constrains yawing velocity
Slipmax = 700 #constraints slipping velocity
Altfeet = 0 #is the altitude in feet or gmod units?
Backcolor = vec(48,48,48)
#you don't alter anything below this line. If you do, I will cut you.
entity():setAlpha(0) #hides the chip
rangerPersist(1)
Array = entity():getConstraints()
rangerFilter(Array)
Lpos = vec(0,-4.1,0)
Rpos = vec(0,4.1,0)
Upos = vec(3.1,0,0.25)
Dpos = vec(-3.1,0,0.25)
Lp = entity():toWorld(Lpos)
Rp = entity():toWorld(Rpos)
Icotex = "phoenix_storms/gear_top"
Aitex = "phoenix_storms/fender_white"
#right gauge
holoCreate(1,entity():toWorld(Lpos),vec(0.8,0.8,2),entity():angles(),(Backcolor))
holoModel(1,"hq_torus")
holoParent(1,entity())
holoCreate(2,entity():toWorld(Lpos-vec(0,0,-0.6)),vec(0.7,0.7,0.05),entity():toWorld(ang(0,0,0)),(vec(64,64,64)))
holoMaterial(2,"models/XQM/rails/gumball01a")
holoModel(2,"hq_cylinder")
holoParent(2,entity())
#left gauge
holoCreate(3,entity():toWorld(Rpos),vec(0.8,0.8,2),entity():angles(),(Backcolor))
holoModel(3,"hq_torus")
holoCreate(4,entity():toWorld(Rpos+vec(0,0,1)),vec(0.7,0.7,0.05),entity():toWorld(ang(0,0,0)),(vec(0,0,0)))
holoModel(4,"hq_cylinder")
holoParent(3,entity())
holoParent(4,entity())
#Dials on the T&B
holoCreate(5,entity():toWorld(Rpos+vec(0,0,1)),vec(0.1,0.1,0.1),entity():toWorld(ang(0,0,0)),vec(255,255,255)) #Master indicator for yaw
holoModel(5,"hq_icosphere")
holoMaterial(5,Icotex)
holoParent(5,entity())
holoCreate(6,entity():toWorld(Rpos-vec(-1.5,0,-0.95)),vec(0.3,0.05,0.1),entity():angles(),vec(255,255,255))
holoMaterial(6,Icotex)
holoParent(6,5)
holoCreate(7,entity():toWorld(Rpos+vec(3,-2,1.2)),vec(0.06,0.06,0.06),entity():angles(),vec(255,255,255))
holoModel(7,"hq_icosphere")
holoMaterial(7,Icotex)
holoParent(7,entity())
holoCreate(8,entity():toWorld(Rpos+vec(3,2,1.2)),vec(0.06,0.06,0.06),entity():angles(),vec(255,255,255))
holoModel(8,"hq_icosphere")
holoMaterial(8,Icotex)
holoParent(8,entity())
holoCreate(9,entity():toWorld(Rpos+vec(-2,0,1.2)),vec(0.1,0.05,0.35),entity():toWorld(ang(0,0,90)),vec(128,128,128))
holoModel(9,"hq_cylinder")
#holoMaterial(9,Icotex)
holoParent(9,entity())
holoCreate(10,entity():toWorld(Rpos+vec(-2,0,1.15)),vec(0.1,0.13,0.07),entity():angles(),vec(255,255,255)) #sideslip dot
holoModel(10,"hq_icosphere")
holoMaterial(10,Icotex)
holoParent(10,entity())
#attitude indicator
#master
holoCreate(11,entity():toWorld(Lpos+vec(0,0,0.075)),vec(0.4,0.4,0.05),entity():toWorld(ang(90,0,0)),vec(255,255,255))
holoModel(11,"hq_cylinder")
holoMaterial(11,Icotex)
holoParent(11,entity())
#top and bottom
holoCreate(12,entity():toWorld(Lpos+vec(0.05,0,0.07)),vec(0.4,0.4,0.4),entity():toWorld(ang(0,0,0)),vec(96,255,96))
holoModel(12,"hq_icosphere")
holoParent(12,11)
holoCreate(13,entity():toWorld(Lpos+vec(-0.05,0,0.07)),vec(0.4,0.4,0.4),entity():toWorld(ang(0,0,0)),vec(176,176,64))
holoModel(13,"hq_icosphere")
holoParent(13,11)
holoCreate(14,entity():toWorld(Lpos+vec(3.3,0,0.8)),vec(0.06,0.06,0.09),entity():toWorld(ang(-90,0,0)),vec(255,255,255))
holoModel(14,"hq_cone")
holoMaterial(14,Icotex)
holoParent(14,entity())
holoCreate(17,entity():toWorld(Lpos+vec(2.3,2.3,0.8)),vec(0.06,0.06,0.09),entity():toWorld(ang(-90,45,0)),vec(64,64,64))
holoModel(17,"hq_cone")
holoMaterial(17,Icotex)
holoParent(17,entity())
holoCreate(18,entity():toWorld(Lpos+vec(2.3,-2.3,0.8)),vec(0.06,0.06,0.09),entity():toWorld(ang(-90,-45,0)),vec(64,64,64))
holoModel(18,"hq_cone")
holoMaterial(18,Icotex)
holoParent(18,entity())
holoCreate(19,entity():toWorld(Lpos+vec(0,0,-0.1)),vec(0.45,0.45,1.9),entity():angles(),Backcolor)
holoModel(19,"hq_torus")
holoParent(19,entity())
#Heading indicator
holoCreate(20,entity():toWorld(Dpos),vec(0.25,0.25,2),entity():angles(),Backcolor)
holoModel(20,"hq_torus")
holoParent(20,entity())
holoCreate(21,entity():toWorld(Dpos+vec(0,0,0.15)),vec(0.22,0.22,0.2),entity():toWorld(ang(0,0,0)),vec(64,64,64))
holoModel(21,"hq_cylinder")
holoParent(21,entity())
holoCreate(22,entity():toWorld(Dpos+vec(0,0,1.145)),vec(0.115,0.05,0.115),entity():toWorld(ang(0,0,90)),vec(255,255,255))
holoModel(22,"prism")
holoAlpha(22,0)
holoMaterial(22,Icotex)
holoParent(22,entity())
holoCreate(30,entity():toWorld(Dpos+vec(0,-1.2,1.175)),vec(0.05,0.05,0.05),entity():toWorld(ang(0,0,0)),vec(255,255,255))
holoMaterial(30,Icotex)
holoModel(30,"hq_icosphere")
holoParent(30,22)
holoCreate(31,entity():toWorld(Dpos+vec(0,0,1.145)),vec(0.115,0.05,0.115),entity():toWorld(ang(0,90,90)),vec(255,255,255))
holoModel(31,"prism")
holoMaterial(31,Icotex)
holoParent(31,entity())
#altimeter
holoCreate(24,entity():toWorld(Upos),vec(0.25,0.25,2),entity():angles(),Backcolor)
holoModel(24,"hq_torus")
holoParent(24,entity())
holoCreate(25,entity():toWorld(Upos+vec(0,0,0.2)),vec(0.22,0.22,0.2),entity():toWorld(ang(0,0,0)),vec(64,64,64))
holoModel(25,"hq_cylinder")
holoParent(25,entity())
#small hand
holoCreate(26,entity():toWorld(Upos+vec(0,0,1.3)),vec(0.05,0.05,0.05),entity():toWorld(ang(0,0,0)),vec(255,255,255))
holoMaterial(26,Icotex)
holoModel(26,"hq_icosphere")
holoParent(26,entity())
holoCreate(23,entity():toWorld(Upos+vec(0.6,0,1.08)),vec(0.15,0.05,0.05),entity():toWorld(ang(0,0,45)),vec(255,255,255))
holoMaterial(23,Icotex)
holoParent(23,26)
#large hand
holoCreate(28,entity():toWorld(Upos+vec(0,0,1.3)),vec(0.05,0.05,0.05),entity():toWorld(ang(0,0,0)),vec(255,255,255))
holoMaterial(28,Icotex)
holoModel(28,"hq_icosphere")
holoParent(28,entity())
holoCreate(27,entity():toWorld(Upos+vec(0.4,0,1.125)),vec(0.1,0.05,0.05),entity():toWorld(ang(0,0,45)),vec(255,255,255))
holoMaterial(27,Icotex)
holoParent(27,28)
#blips for every 10000 units
holoCreate(15,entity():toWorld(Upos+vec(-0.95,0.7,1.16)),vec(0.05,0.05,0.05),entity():angles(),vec(255,255,255))
holoMaterial(15,Icotex)
holoModel(15,"hq_icosphere")
holoCreate(16,entity():toWorld(Upos+vec(-0.37,1.12,1.16)),vec(0.05,0.05,0.05),entity():angles(),vec(255,255,255))
holoMaterial(16,Icotex)
holoModel(16,"hq_icosphere")
holoParent(15,entity())
holoParent(16,entity())
holoCreate(29,entity():toWorld(Upos+vec(0.36,1.12,1.16)),vec(0.05,0.05,0.05),entity():angles(),vec(255,255,255))
holoMaterial(29,Icotex)
holoModel(29,"hq_icosphere")
holoParent(29,entity())
}
Trace = rangerOffset(39999,entity():massCenter(),vec(0,0,-1))
if(Altfeet ==1) {
Altitude = toUnit("ft",abs(entity():massCenter():z() - Trace:position():z()) - Amod)
}
else
{
Altitude
[QUOTE=RedReaper;36061577]I thought this thread was supposed to have flying things
[video=youtube;JZFeNFENQPU]http://www.youtube.com/watch?v=JZFeNFENQPU[/video]
[code]@name Red's Holo Aircraft Instruments
@inputs Master:entity
@outputs
@persist [Rpos]:vector Amod Yawmax Slipmax Altfeet [Array]:array
@trigger
interval(125)
if(dupefinished()){reset()}
if(first())
{
#you alter these
Amod = 0 #altitude modifier, for how high up the master sits when on the ground. Ignore 99% of the time, 100% if using altitude in feet
Yawmax = 250 #constrains yawing velocity
Slipmax = 1000 #constraints slipping velocity
Altfeet = 0 #is the altitude in feet or gmod units?
Backcolor = vec(48,48,48)
#you don't alter anything below this line. If you do, I will cut you.
entity():setAlpha(0) #hides the chip
rangerPersist(1)
Array = entity():getConstraints()
rangerFilter(Array)
Lpos = vec(0,-4.1,0)
Rpos = vec(0,4.1,0)
Upos = vec(3.1,0,0.25)
Dpos = vec(-3.1,0,0.25)
Lp = entity():toWorld(Lpos)
Rp = entity():toWorld(Rpos)
Icotex = "phoenix_storms/gear_top"
Aitex = "phoenix_storms/fender_white"
#right gauge
holoCreate(1,entity():toWorld(Lpos),vec(0.8,0.8,2) ,entity():angles(),(Backcolor))
holoModel(1,"hq_torus")
holoParent(1,entity())
holoCreate(2,entity():toWorld(Lpos-vec(0,0,-0.6)),vec(0.7,0.7,0.05),entity():toWorld(ang(0,0,0 )),(vec(64,64,64)))
holoMaterial(2,"models/XQM/rails/gumball01a")
holoModel(2,"hq_cylinder")
holoParent(2,entity())
#left gauge
holoCreate(3,entity():toWorld(Rpos),vec(0.8,0.8,2) ,entity():angles(),(Backcolor))
holoModel(3,"hq_torus")
holoCreate(4,entity():toWorld(Rpos+vec(0,0,1)),vec (0.7,0.7,0.05),entity():toWorld(ang(0,0,0)),(vec(0 ,0,0)))
holoModel(4,"hq_cylinder")
holoParent(3,entity())
holoParent(4,entity())
#Dials on the T&B
holoCreate(5,entity():toWorld(Rpos+vec(0,0,1)),vec (0.1,0.1,0.1),entity():toWorld(ang(0,0,0)),vec(255 ,255,255)) #Master indicator for yaw
holoModel(5,"hq_icosphere")
holoMaterial(5,Icotex)
holoParent(5,entity())
holoCreate(6,entity():toWorld(Rpos-vec(-1.5,0,-0.95)),vec(0.3,0.05,0.1),entity():angles(),vec(255 ,255,255))
holoMaterial(6,Icotex)
holoParent(6,5)
holoCreate(7,entity():toWorld(Rpos+vec(3,-2,1.2)),vec(0.06,0.06,0.06),entity():angles(),vec( 255,255,255))
holoModel(7,"hq_icosphere")
holoMaterial(7,Icotex)
holoParent(7,entity())
holoCreate(8,entity():toWorld(Rpos+vec(3,2,1.2)),v ec(0.06,0.06,0.06),entity():angles(),vec(255,255,2 55))
holoModel(8,"hq_icosphere")
holoMaterial(8,Icotex)
holoParent(8,entity())
holoCreate(9,entity():toWorld(Rpos+vec(-2,0,1.2)),vec(0.1,0.05,0.35),entity():toWorld(ang( 0,0,90)),vec(128,128,128))
holoModel(9,"hq_cylinder")
#holoMaterial(9,Icotex)
holoParent(9,entity())
holoCreate(10,entity():toWorld(Rpos+vec(-2,0,1.15)),vec(0.1,0.13,0.07),entity():angles(),ve c(255,255,255)) #sideslip dot
holoModel(10,"hq_icosphere")
holoMaterial(10,Icotex)
holoParent(10,entity())
#attitude indicator
#master
holoCreate(11,entity():toWorld(Lpos+vec(0,0,0.075) ),vec(0.4,0.4,0.05),entity():toWorld(ang(90,0,0)), vec(255,255,255))
holoModel(11,"hq_cylinder")
holoMaterial(11,Icotex)
holoParent(11,entity())
#top and bottom
holoCreate(12,entity():toWorld(Lpos+vec(0.05,0,0.0 7)),vec(0.4,0.4,0.4),entity():toWorld(ang(0,0,0)), vec(96,255,96))
holoModel(12,"hq_icosphere")
holoParent(12,11)
holoCreate(13,entity():toWorld(Lpos+vec(-0.05,0,0.07)),vec(0.4,0.4,0.4),entity():toWorld(an g(0,0,0)),vec(176,176,64))
holoModel(13,"hq_icosphere")
holoParent(13,11)
holoCreate(14,entity():toWorld(Lpos+vec(3.3,0,0.8) ),vec(0.06,0.06,0.09),entity():toWorld(ang(-90,0,0)),vec(255,255,255))
holoModel(14,"hq_cone")
holoMaterial(14,Icotex)
holoParent(14,entity())
holoCreate(17,entity():toWorld(Lpos+vec(2.3,2.3,0. 8)),vec(0.06,0.06,0.09),entity():toWorld(ang(-90,45,0)),vec(64,64,64))
holoModel(17,"hq_cone")
holoMaterial(17,Icotex)
holoParent(17,entity())
holoCreate(18,entity():toWorld(Lpos+vec(2.3,-2.3,0.8)),vec(0.06,0.06,0.09),entity():toWorld(ang (-90,-45,0)),vec(64,64,64))
holoModel(18,"hq_cone")
holoMaterial(18,Icotex)
holoParent(18,entity())
holoCreate(19,entity():toWorld(Lpos+vec(0,0,-0.1)),vec(0.45,0.45,1.9),entity():angles(),Backcol or)
holoModel(19,"hq_torus")
holoParent(19,entity())
#Heading indicator
holoCreate(20,entity():toWorld(Dpos),vec(0.25,0.25 ,2),entity():angles(),Backcolor)
holoModel(20,"hq_torus")
holoParent(20,entity())
holoCreate(21,entity():toWorld(Dpos+vec(0,0,0.15)) ,vec(0.22,0.22,0.2),entity():toWorld(ang(0,0,0)),v ec(64,64,64))
holoModel(21,"hq_cylinder")
holoParent(21,entity())
holoCreate(22,entity():toWorld(Dpos+vec(0,0,1.145) ),vec(0.115,0.05,0.115),entity():toWorld(ang(0,0,9 0)),vec(255,255,255))
holoModel(22,"prism")
holoMaterial(22,Icotex)
holoParent(22,entity())
holoCreate(30,entity():toWorld(Dpos+vec(0,-1.2,1.175)),vec(0.05,0.05,0.05),entity():toWorld(a ng(0,0,0)),vec(255,255,255))
holoMaterial(30,Icotex)
holoModel(30,"hq_icosphere")
holoParent(30,22)
#altimeter
holoCreate(24,entity():toWorld(Upos),vec(0.25,0.25 ,2),entity():angles(),Backcolor)
holoModel(24,"hq_torus")
holoParent(24,entity())
holoCreate(25,entity():toWorld(Upos+vec(0,0,0.2)), vec(0.22,0.22,0.2),entity():toWorld(ang(0,0,0)),ve c(64,64,64))
holoModel(25,"hq_cylinder")
holoParent(25,entity())
#small hand
holoCreate(26,entity():toWorld(Upos+vec(0,0,1.3)), vec(0.05,0.05,0.05),entity():toWorld(ang(0,0,0)),v ec(255,255,255))
holoMaterial(26,Icotex)
holoModel(26,"hq_icosphere")
holoParent(26,entity())
holoCreate(23,entity():toWorld(Upos+vec(0.6,0,1.08 )),vec(0.15,0.05,0.05),entity():toWorld(ang(0,0,45 )),vec(255,255,255))
holoMaterial(23,Icotex)
holoParent(23,26)
#large hand
holoCreate(28,entity():toWorld(Upos+vec(0,0,1.3)), vec(0.05,0.05,0.05),entity():toWorld(ang(0,0,0)),v ec(255,255,255))
holoMaterial(28,Icotex)
holoModel(28,"hq_icosphere")
holoParent(28,entity())
holoCreate(27,entity():toWorld(Upos+vec(0.4,0,1.12 5)),vec(0.1,0.05,0.05),entity():toWorld(ang(0,0,45 )),vec(255,255,255))
holoMaterial(27,Icotex)
holoParent(27,28)
#blips for every 10000 units
holoCreate(15,entity():toWorld(Upos+vec(-0.95,0.7,1.16)),vec(0.05,0.05,0.05),entity():angle s(),vec(255,255,255))
holoMaterial(15,Icotex)
holoModel(15,"hq_icosphere")
holoCreate(16,entity():toWorld(Upos+vec(-0.37,1.12,1.16)),vec(0.05,0.05,0.05),entity():angl es(),vec(255,255,255))
holoMaterial(16,Icotex)
holoModel(16,"hq_icosphere")
holoParent(15,entity())
holoParent(16,entity())
holoCreate(29,entity():toWorld(Upos+vec(0.36,1.12, 1.16)),vec(0.05,0.05,0.05),entity():angles(),vec(2 55,255,255))
holoMaterial(29,Icotex)
holoModel(29,"hq_icosphere")
holoParent(29,entity())
}
Trace = rangerOffset(39999,entity():massCenter(),vec(0,0,-1))
if(Altfeet ==1) {
Altitude = toUnit("ft",abs(entity():massCenter():z() - Trace:position():z()) - Amod)
}
e
[QUOTE=RedReaper;36061577]I thought this thread was supposed to have flying things
[/QUOTE]
That's a rather optimistic assumption.
[QUOTE=Balto-the-Wolf-Dog;36061633]Oh god, another set of instruments? Phoenix had a real nice set except he didn't have a turn coordinator. I have one, but its too large to be effectively used in a panel.[/QUOTE]
mine is small. I'm very hesitant about awarding you a gaybow after that less-than-enthusiastic reception.
You, sir, almost lost yourself a rainbow.
[editline]22nd May 2012[/editline]
[QUOTE=Unslinga;36048971]Never said ACF sucks, just ranted about it not being as stable as it should be.
And I still havent figured out tank steering... because for some reason brakes are wtf and the differencial makes it jerk to each side.[/QUOTE]
Realistic steering is really the one big issue with acf I still have.
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