Post Your Current WIP: V6 "I will stroke a doll. You will benny fit!"
3,015 replies, posted
[QUOTE=Guy123;52222186]So this isn't exactly a GMod contraption, but seeing as it's created for people like you guys I thought I might as well post it here. Made a small section of road as a concept for a (possibly near?) future rally map I want to create. A fast-paced road through a dense forest. Imagine gm_forestrally, but far less "holy shit these bumps are making my car do barrel rolls" and more smooth, on-road go-fast.
[t]https://steamuserimages-a.akamaihd.net/ugc/818938061237977912/9C2FAA8806D1AAA03D681FD2DA00BEA0C3BA8035/[/t]
I need some suggestions though, mainly regarding optimization. I don't want the map to be fully open to prevent people from getting shit FPS, so what can I have behind the treeline to naturally "end" the map and block off shit behind it. I'm thinking a steep hill far behind the trees or something, somewhat like forestrally but more gradual?[/QUOTE]
Do the complete opposite and have drop-offs, as if the entire course is on a mountaintop. Not only has it not really been done, but it opens up possibilities for height differences too. Having nothing but a skybox visible if the mountainside is steep enough will help with FPS.
And remember to use area portals, if that wasn't obvious. A lot of maps lack them and it ruins fps.
[QUOTE=Guy123;52222186]I need some suggestions though, mainly regarding optimization. I don't want the map to be fully open to prevent people from getting shit FPS, so what can I have behind the treeline to naturally "end" the map and block off shit behind it. I'm thinking a steep hill far behind the trees or something, somewhat like forestrally but more gradual?[/QUOTE]
Rely on hint and skip as much as you possibly can, as area portals are way more expensive for the engine to deal with. Hint and skip brushes are calculated on map compile and will increase the compile time, so don't go too crazy, but area portals are calculated real time and get costly really fast.
Any areas where you can have props fade out at a distance, do that as well, and you can use fog to a certain extent to hide the fade. This can also get costly when overdone due the all the calculations taking place finding the position of the player relative to the objects.
The other main thing about Source in particular is that it doesn't like open areas, keep the skybox as small as you can for what you need. Source seems to eat up quite a bit of performance just rendering the open area itself and whether that's due to more texture data visible on screen from more map being seen or the empty area itself somehow being a factor, I'm not sure, but it's a good rule of thumb to keep in mind.
TopHATTwaffle makes pretty good videos on the topic:
[video=youtube;wuXGASWGuRw]https://www.youtube.com/watch?v=wuXGASWGuRw[/video]
One last thing about prop fading, when the prop is fading out, it uses way more rendering power due to the prop being translucent. Most game engines don't like when objects are see through, and Source is no exception to the rule. Keep the distance between start and end fade as short as you can and not be obvious when they render in.
Spent a good deal of time working on this Cruiser Mk II. Personally, I think it turned out great.
[t]https://steamuserimages-a.akamaihd.net/ugc/832448860124084451/C076B730F9B319000009DFA1B8C32E535BDFCEA2/[/t]
[t]https://steamuserimages-a.akamaihd.net/ugc/832448860124085099/3287D0D2EA6C5C4BAC1B5FA0E80A3F6ACC7D4889/[/t]
[t]https://steamuserimages-a.akamaihd.net/ugc/832448860124093468/A596429F594BA081AF8B11CF8B7A389444733BE5/[/t]
[t]https://steamuserimages-a.akamaihd.net/ugc/832448860124115013/613607100A158236DBB2647E1FC420F0CCDD17B2/[/t]
I also promised DatAmazingCheese that I would upload this version of the tank.
[t]https://steamuserimages-a.akamaihd.net/ugc/832448860124096173/249D61D8B3B62B3F2F5351EB60AFD1C00FBA5BE7/[/t]
[QUOTE=Guy123;52222186]So this isn't exactly a GMod contraption, but seeing as it's created for people like you guys I thought I might as well post it here. Made a small section of road as a concept for a (possibly near?) future rally map I want to create. A fast-paced road through a dense forest. Imagine gm_forestrally, but far less "holy shit these bumps are making my car do barrel rolls" and more smooth, on-road go-fast.
[t]https://steamuserimages-a.akamaihd.net/ugc/818938061237977912/9C2FAA8806D1AAA03D681FD2DA00BEA0C3BA8035/[/t]
I need some suggestions though, mainly regarding optimization. I don't want the map to be fully open to prevent people from getting shit FPS, so what can I have behind the treeline to naturally "end" the map and block off shit behind it. I'm thinking a steep hill far behind the trees or something, somewhat like forestrally but more gradual?[/QUOTE]
Unrelated to WIP but to be honest that map looks really good, like, good for posing. Lovely work.
[QUOTE=TaleGunner;52224039]
[t]https://steamuserimages-a.akamaihd.net/ugc/832448860124084451/C076B730F9B319000009DFA1B8C32E535BDFCEA2/[/t]
[/QUOTE]
how did you accomplish those rivets?
did you use the rack props?
im gonna have to use that
Speaking of 103s:
Disclaimer: Not an actual 103, just mostly ripped off from one.
[t]http://i.imgur.com/IvUjgb5.jpg[/t]
[t]http://i.imgur.com/E6MsfR2.jpg[/t]
Why can't I press winner like 10 more more times for that gorgeous map
[QUOTE=Guy123;52222186]So this isn't exactly a GMod contraption, but seeing as it's created for people like you guys I thought I might as well post it here. Made a small section of road as a concept for a (possibly near?) future rally map I want to create. A fast-paced road through a dense forest. Imagine gm_forestrally, but far less "holy shit these bumps are making my car do barrel rolls" and more smooth, on-road go-fast.
[t]https://steamuserimages-a.akamaihd.net/ugc/818938061237977912/9C2FAA8806D1AAA03D681FD2DA00BEA0C3BA8035/[/t]
I need some suggestions though, mainly regarding optimization. I don't want the map to be fully open to prevent people from getting shit FPS, so what can I have behind the treeline to naturally "end" the map and block off shit behind it. I'm thinking a steep hill far behind the trees or something, somewhat like forestrally but more gradual?[/QUOTE]
Maybe a fence of some sort that runs the length of the track, kinda like a temporary plastic mesh fence that they put up during rallies, would make a good border.
[QUOTE=Guy123;52222186]So this isn't exactly a GMod contraption, but seeing as it's created for people like you guys I thought I might as well post it here. Made a small section of road as a concept for a (possibly near?) future rally map I want to create. A fast-paced road through a dense forest. Imagine gm_forestrally, but far less "holy shit these bumps are making my car do barrel rolls" and more smooth, on-road go-fast.
[t]https://steamuserimages-a.akamaihd.net/ugc/818938061237977912/9C2FAA8806D1AAA03D681FD2DA00BEA0C3BA8035/[/t]
I need some suggestions though, mainly regarding optimization. I don't want the map to be fully open to prevent people from getting shit FPS, so what can I have behind the treeline to naturally "end" the map and block off shit behind it. I'm thinking a steep hill far behind the trees or something, somewhat like forestrally but more gradual?[/QUOTE]
I'm curious.
Will you be using assets from your last test?
[t]http://i.imgur.com/z4Ku0sV.jpg[/t]
fucking finish that map thank
[QUOTE=Guy123;52222186]So this isn't exactly a GMod contraption, but seeing as it's created for people like you guys I thought I might as well post it here. Made a small section of road as a concept for a (possibly near?) future rally map I want to create. A fast-paced road through a dense forest. Imagine gm_forestrally, but far less "holy shit these bumps are making my car do barrel rolls" and more smooth, on-road go-fast.
[t]https://steamuserimages-a.akamaihd.net/ugc/818938061237977912/9C2FAA8806D1AAA03D681FD2DA00BEA0C3BA8035/[/t]
I need some suggestions though, mainly regarding optimization. I don't want the map to be fully open to prevent people from getting shit FPS, so what can I have behind the treeline to naturally "end" the map and block off shit behind it. I'm thinking a steep hill far behind the trees or something, somewhat like forestrally but more gradual?[/QUOTE]
Reminds me of this, also great looking map.
[T]https://images.alphacoders.com/670/thumb-1920-670836.jpg[/T]
[t]https://steamuserimages-a.akamaihd.net/ugc/830197421891466717/1E95011A01E91CE01D7A6CF54C1A35907FBF33A1/[/t]
i have jet fever
Does someone still have this E2? The original creator's Dropbox link is no longer available, and i really want this E2!!
[IMG]https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRR-cdzyORJMw55CG_c8qDlsSkYZC5_hxlU6RTU432TWUNtVg-oRg[/IMG]
Also, once i found a thread about holographic pedals E2, but never heard about it again. if someone has it, would it be possible to share the code? Thanks!
[QUOTE=KuuHaKu;52231556]Does someone still have this E2? The original creator's Dropbox link is no longer available, and i really want this E2!!
[IMG]https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRR-cdzyORJMw55CG_c8qDlsSkYZC5_hxlU6RTU432TWUNtVg-oRg[/IMG]
Also, once i found a thread about holographic pedals E2, but never heard about it again. if someone has it, would it be possible to share the code? Thanks![/QUOTE]
Here you go
[CODE]@name Universal_gauge
@inputs A
@outputs Ops
@persist Range Needle Scale Mode Min Max Step Div Red Font Nums Smooth Value HMax
@persist [Lbl LMin LMax]:string Self:entity
@persist [NeedCol RingCol LblCol FaceCol BackCol]:vector
@persist [NeedMat RingMat LblMat FaceMat BackMat]:string
@trigger none
@model models/beer/wiremod/watersensor.mdl
# ultimate universal gauge by tweak
# changelog:
# v. 2 (12/09/2013)
# - added an option for angled numbering
#
# v. 1 (12/06/2013)
# - initial release
interval( 100 )
if( first() | duped() )
{
#############################################
###SETTINGS##################################
#############################################
# visual
###################
Scale = 1 # hologram size
Font = 0 # font for numbering and labels (0-3)
Smooth = 2 # smooth out needle movement - higher value is smoother
HMax = 60 # max holos to create - with a lower value here the gauge will
# spawn faster but will break if there are too many elements
## needle
NeedCol = vec( 200, 0, 0 )
NeedMat = "phoenix_storms/fender_white"
## tickmarks
#RingCol = vec( 25, 25, 25 )
RingCol = vec( 255, 255, 255 )
RingMat = "phoenix_storms/fender_white"
## labels
LblCol = vec( 255, 255, 255 )
LblMat = "phoenix_storms/fender_white"
## gauge face
FaceCol = vec( 200, 200, 200 )
#FaceCol = vec( 20, 20, 20 )
#FaceMat = "phoenix_storms/fender_white"
#FaceMat = "phoenix_storms/fender_wood"
FaceMat = "sprops/textures/sprops_cfiber1"
## gauge back
#BackCol = vec( 160, 160, 160 )
BackCol = vec( 20, 20, 20 )
BackMat = "phoenix_storms/fender_white"
#BackMat = "phoenix_storms/fender_wood"
## gauge profiles
####################
## uncomment only the one you want to use
## modes (raw input will be used if unspecified)
## 1: test mode - sweep gauge
## 2: input (absolute)
## 3: mph
## 4: kmh
## nums
## 0: no numbering
## 1: normal numbers
## 2: angled numbers (oldschool mustang style)
## speedo
Lbl = "MPH" # gauge label
Mode = 3 # gauge mode
Min = 0 # lower bound
Max = 140 # upper bound
Div = 1 # tick label divider
Step = 20 # tick interval
Nums = 1 # enable numbering
Red = 0 # enable redline
## tach
#Lbl = "RPM x1000"
#Mode = 2
#Min = 0
#Max = 7500
#Div = 1000
#Step = 1000
#Nums = 1
#Red = 1
## fuel
#Lbl = "Fuel"
#LMin = "E"
#LMax = "F"
#Mode = 2
#Min = 0
#Max = 10.9
#Step = Max / 8
## temp
#Lbl = "Engine Temp"
#LMin = "L"
#LMax = "H"
#Mode = 2
#Min = 140
#Max = 260
#Step = 30
#Red = 1
## boost/vac
#Lbl = "psi"
#Min = -10
#Max = 30
#Step = 10
#Nums = 1
## some examples for custom gauges
#Lbl = "Bullshit"
#Min = 0
#Max = 666
#Div = 10 # the number labels will be divided by 10
#Step = 111 # one tick every 111 units
#Nums = 1 # number labels are enabled
#Lbl = "Homometer"
#Min = 0
#Max = 10
#Step = Max / 8 # just a little shortcut to get exactly 8 ticks over any interval
#Nums = 0 # number labels are disabled here (this line can simply be left out)
#LMin = "0" # you can put custom min and max labels here when numbering is disabled
#LMax = "Gay"
#############################################
#############################################
#############################################
Self = entity()
Self:setAlpha( 0 )
Range = Max - Min
Step = Range / ( Step ) + 1
if( !Div ){ Div = 1 }
Smooth = max( Smooth, 0 )
# some helper functions
function void holoSet( Idx:number, Position:vector, Scale:vector, Angle:angle,
Model:string, Material:string, Color:vector )
{
holoPos( Idx, Position )
holoScale( Idx, Scale )
holoAng( Idx, Angle )
holoModel( Idx, Model )
holoMaterial( Idx, Material )
holoColor( Idx, Color )
}
function number createLabel( Idx:number, Position:vector, Angle:number, Label:string )
{
local Width = ( Label:length() - 1 ) * 0.3
for( N = 0, Label:length() - 1 )
{
local Offset = vec( sin( Angle ), cos( Angle ), 0 ) * ( N * 0.3 - Width / 2 )
local Char = Label:index( N + 1 )
local Asc = toByte( Char )
if( !inrange( Asc, 33, 126 ) | Asc == 92 | Asc == 96 )
{ # nothing to do if it's a space or invalid char
continue
}
elseif( inrange( Asc, 33, 47 ) )
{ # some symbols
Char = Char:replace( "!", "xmark" )
Char = Char:replace( "\"", "quote" )
Char = Char:replace( "#", "pdsign" )
Char = Char:replace( "$", "dlsign" )
Char = Char:replace( "%", "pcnt" )
Char = Char:replace( "&", "and" )
Char = Char:replace( "'", "apost" )
Char = Char:replace( "(", "lpar" )
Char = Char:replace( ")", "rpar" )
Char = Char:replace( "*", "ast" )
Char = Char:replace( "+", "plu" )
Char = Char:replace( ",", "com" )
Char = Char:replace( "-", "min" )
Char = Char:replace( ".", "prd" )
Char = Char:replace( "/", "div" )
} # 48-57 is numbers
elseif( inrange( Asc, 58, 64 ) )
{ # some more symbols
Char = Char:replace( ":", "colon" )
Char = Char:replace( ";", "scolon" )
Char = Char:replace( "<", "lessthan" )
Char = Char:replace( "=", "equal" )
Char = Char:replace( ">", "greaterthan" )
Char = Char:replace( "?", "qmark" )
Char = Char:replace( "@", "atsign" )
} # 65-90 is uppercase letters
elseif( inrange( Asc, 91, 95 ) )
{ # even more symbols
Char = Char:replace( "[", "lbracket" )
Char = Char:replace( "]", "rbracket" )
Char = Char:replace( "^", "crt" )
Char = Char:replace( "_", "underscore" )
}
elseif( inrange( Asc, 97, 122 ) )
{ # lowercase letters
Char = "l_" + Char
}
elseif( inrange( Asc, 123, 126 ) )
{ # last of the symbols
Char = Char:replace( "{", "lcbracket" )
Char = Char:replace( "|", "bar" )
Char = Char:replace( "}", "rcbracket" )
Char = Char:replace( "~", "tilde" )
}
holoSet( Idx, Self:toWorld( ( Position + Offset ) * Scale ),
vec( 0.03, 0.03, 0.03 ) * Scale, Self:toWorld( ang( 0, -90 - Angle, 90 ) ),
"models/sprops/misc/alphanum/alphanum_" + Char + ".mdl",
LblMat, LblCol )
holoDisableShading( Idx, 1 )
holoBodygroup( Idx, 0, Font )
holoParent( Idx, Self )
Idx++
}
return Idx
}
I
[QUOTE=JackalWinter;52232959]Here you go
[CODE]@name Universal_gauge
@inputs A
@outputs Ops
@persist Range Needle Scale Mode Min Max Step Div Red Font Nums Smooth Value HMax
@persist [Lbl LMin LMax]:string Self:entity
@persist [NeedCol RingCol LblCol FaceCol BackCol]:vector
@persist [NeedMat RingMat LblMat FaceMat BackMat]:string
@trigger none
@model models/beer/wiremod/watersensor.mdl
# ultimate universal gauge by tweak
# changelog:
# v. 2 (12/09/2013)
# - added an option for angled numbering
#
# v. 1 (12/06/2013)
# - initial release
interval( 100 )
if( first() | duped() )
{
#############################################
###SETTINGS##################################
#############################################
# visual
###################
Scale = 1 # hologram size
Font = 0 # font for numbering and labels (0-3)
Smooth = 2 # smooth out needle movement - higher value is smoother
HMax = 60 # max holos to create - with a lower value here the gauge will
# spawn faster but will break if there are too many elements
## needle
NeedCol = vec( 200, 0, 0 )
NeedMat = "phoenix_storms/fender_white"
## tickmarks
#RingCol = vec( 25, 25, 25 )
RingCol = vec( 255, 255, 255 )
RingMat = "phoenix_storms/fender_white"
## labels
LblCol = vec( 255, 255, 255 )
LblMat = "phoenix_storms/fender_white"
## gauge face
FaceCol = vec( 200, 200, 200 )
#FaceCol = vec( 20, 20, 20 )
#FaceMat = "phoenix_storms/fender_white"
#FaceMat = "phoenix_storms/fender_wood"
FaceMat = "sprops/textures/sprops_cfiber1"
## gauge back
#BackCol = vec( 160, 160, 160 )
BackCol = vec( 20, 20, 20 )
BackMat = "phoenix_storms/fender_white"
#BackMat = "phoenix_storms/fender_wood"
## gauge profiles
####################
## uncomment only the one you want to use
## modes (raw input will be used if unspecified)
## 1: test mode - sweep gauge
## 2: input (absolute)
## 3: mph
## 4: kmh
## nums
## 0: no numbering
## 1: normal numbers
## 2: angled numbers (oldschool mustang style)
## speedo
Lbl = "MPH" # gauge label
Mode = 3 # gauge mode
Min = 0 # lower bound
Max = 140 # upper bound
Div = 1 # tick label divider
Step = 20 # tick interval
Nums = 1 # enable numbering
Red = 0 # enable redline
## tach
#Lbl = "RPM x1000"
#Mode = 2
#Min = 0
#Max = 7500
#Div = 1000
#Step = 1000
#Nums = 1
#Red = 1
## fuel
#Lbl = "Fuel"
#LMin = "E"
#LMax = "F"
#Mode = 2
#Min = 0
#Max = 10.9
#Step = Max / 8
## temp
#Lbl = "Engine Temp"
#LMin = "L"
#LMax = "H"
#Mode = 2
#Min = 140
#Max = 260
#Step = 30
#Red = 1
## boost/vac
#Lbl = "psi"
#Min = -10
#Max = 30
#Step = 10
#Nums = 1
## some examples for custom gauges
#Lbl = "Bullshit"
#Min = 0
#Max = 666
#Div = 10 # the number labels will be divided by 10
#Step = 111 # one tick every 111 units
#Nums = 1 # number labels are enabled
#Lbl = "Homometer"
#Min = 0
#Max = 10
#Step = Max / 8 # just a little shortcut to get exactly 8 ticks over any interval
#Nums = 0 # number labels are disabled here (this line can simply be left out)
#LMin = "0" # you can put custom min and max labels here when numbering is disabled
#LMax = "Gay"
#############################################
#############################################
#############################################
Self = entity()
Self:setAlpha( 0 )
Range = Max - Min
Step = Range / ( Step ) + 1
if( !Div ){ Div = 1 }
Smooth = max( Smooth, 0 )
# some helper functions
function void holoSet( Idx:number, Position:vector, Scale:vector, Angle:angle,
Model:string, Material:string, Color:vector )
{
holoPos( Idx, Position )
holoScale( Idx, Scale )
holoAng( Idx, Angle )
holoModel( Idx, Model )
holoMaterial( Idx, Material )
holoColor( Idx, Color )
}
function number createLabel( Idx:number, Position:vector, Angle:number, Label:string )
{
local Width = ( Label:length() - 1 ) * 0.3
for( N = 0, Label:length() - 1 )
{
local Offset = vec( sin( Angle ), cos( Angle ), 0 ) * ( N * 0.3 - Width / 2 )
local Char = Label:index( N + 1 )
local Asc = toByte( Char )
if( !inrange( Asc, 33, 126 ) | Asc == 92 | Asc == 96 )
{ # nothing to do if it's a space or invalid char
continue
}
elseif( inrange( Asc, 33, 47 ) )
{ # some symbols
Char = Char:replace( "!", "xmark" )
Char = Char:replace( "\"", "quote" )
Char = Char:replace( "#", "pdsign" )
Char = Char:replace( "$", "dlsign" )
Char = Char:replace( "%", "pcnt" )
Char = Char:replace( "&", "and" )
Char = Char:replace( "'", "apost" )
Char = Char:replace( "(", "lpar" )
Char = Char:replace( ")", "rpar" )
Char = Char:replace( "*", "ast" )
Char = Char:replace( "+", "plu" )
Char = Char:replace( ",", "com" )
Char = Char:replace( "-", "min" )
Char = Char:replace( ".", "prd" )
Char = Char:replace( "/", "div" )
} # 48-57 is numbers
elseif( inrange( Asc, 58, 64 ) )
{ # some more symbols
Char = Char:replace( ":", "colon" )
Char = Char:replace( ";", "scolon" )
Char = Char:replace( "<", "lessthan" )
Char = Char:replace( "=", "equal" )
Char = Char:replace( ">", "greaterthan" )
Char = Char:replace( "?", "qmark" )
Char = Char:replace( "@", "atsign" )
} # 65-90 is uppercase letters
elseif( inrange( Asc, 91, 95 ) )
{ # even more symbols
Char = Char:replace( "[", "lbracket" )
Char = Char:replace( "]", "rbracket" )
Char = Char:replace( "^", "crt" )
Char = Char:replace( "_", "underscore" )
}
elseif( inrange( Asc, 97, 122 ) )
{ # lowercase letters
Char = "l_" + Char
}
elseif( inrange( Asc, 123, 126 ) )
{ # last of the symbols
Char = Char:replace( "{", "lcbracket" )
Char = Char:replace( "|", "bar" )
Char = Char:replace( "}", "rcbracket" )
Char = Char:replace( "~", "tilde" )
}
holoSet( Idx, Self:toWorld( ( Position + Offset ) * Scale ),
vec( 0.03, 0.03, 0.03 ) * Scale, Self:toWorld( ang( 0, -90 - Angle, 90 ) ),
"models/sprops/misc/alphanum/alphanum_" + Char + ".mdl",
LblMat, LblCol )
holoDisableShading( Idx, 1 )
holoBodygroup( Idx, 0, Font )
holoParent( Idx, Self )
Idx++
}
return Idx
}
I = 0
timer( "spawn", 1 )
}
if( clk( "spawn" ) )
{
while( perf() & holoCanCreate() & I < HMax )
{
I++
holoCreate( I )
}
if( I < HMax )
{
timer( "spawn", 1 )
}
else
{
timer( "set", 1 )
}
}
if( clk( "set" ) )
{
I = 1
# gauge body
holoSet( I, Self:toWorld( vec( 0, 0, 0.5 ) * Scale ), vec
coming to a militia near you
[t]http://i.imgur.com/YVqz97H.jpg[/t]
I'm also doing some weird kind of "Joke-Speedbuilding" at the moment. Basically building things with stacker instead of presicion tool or PA.
Made some kind of half-arsed cinema in under half an hour.
[t]http://i.imgur.com/iyeoz4y.jpg[/t]
[t]http://i.imgur.com/trNRsCt.jpg[/t]
dont worry, I will coat it with asbestos later, just so the thing doesn't burn down.
Something to note about that holo gauge, it uses toUnit kph/mph conversion, and that is not correct. Do vel:length() / 17.6 for mph
[t]https://steamuserimages-a.akamaihd.net/ugc/778406211604467937/AED90CA9F43AF0DA2D19C91062D2F967972A3B45/[/t]
[img]https://media.giphy.com/media/3o7btOsA2FNRW5lj6o/giphy.gif[/img]
New jet. 4 30mm autocannons. I feel dirty.
[QUOTE=Amplar;52238257]Something to note about that holo gauge, it uses toUnit kph/mph conversion, and that is not correct. Do vel:length() / 17.6 for mph[/QUOTE]
vel():length() / 10.9 for KPH aswell.
[t]https://steamuserimages-a.akamaihd.net/ugc/775028511878982983/869B5CE8BB2C071D9ED159742320FD6BC694371E/[/t] [t]https://steamuserimages-a.akamaihd.net/ugc/775028511879395121/A75677BD4E4C375D577C70F7FC2F801B8747AE1F/[/t]
[t]https://steamuserimages-a.akamaihd.net/ugc/775028511879395373/0D8197305F4AE6FC6F95DBF6231041678E80AC70/[/t]
[QUOTE=Amplar;52238257]Something to note about that holo gauge, it uses toUnit kph/mph conversion, and that is not correct. Do vel:length() / 17.6 for mph[/QUOTE]
So I just need to add "/17.6" at the end of the line?
presumably you would replace the entire "A = toUnit..." line
Soooooo i tried to make a Volvo 850 wagon and failed
[T]http://i.imgur.com/NwgxTH6.jpg[/T]
Has the 2.3L I5, 6 Speed tranny and hits bout 120 kph atm
[QUOTE=unrezt;52240215]presumably you would replace the entire "A = toUnit..." line[/QUOTE]
Sorry to ask, but could u post what the line should looks like? I'm not familiar with those codes, only with simple functions :v:
[QUOTE=KuuHaKu;52240249]Sorry to ask, but could u post what the line should looks like? I'm not familiar with those codes, only with simple functions :v:[/QUOTE]
[code]
elseif( Mode == 3 ) # speedo mph
{
# A = toUnit( "mi/h", Self:vel():length() )
A = Self:vel():length() / 17.6
}
elseif( Mode == 4 ) # speedo kmh
{
# A = toUnit( "km/h", Self:vel():length() )
A = Self:vel():length() / 10.936133
}
[/code]
[QUOTE=ThozGamingSWE;52240241]Soooooo i tried to make a Volvo 850 wagon and failed
[T]http://i.imgur.com/NwgxTH6.jpg[/T]
Has the 2.3L I5, 6 Speed tranny and hits bout 120 kph atm[/QUOTE]
I've got the V70t (basically the same but newer) in my driveway right now and with the turbo these things are fast as fuuuuuck (for a station wagon).
[QUOTE=TheMrFailz;52241087]I've got the V70t (basically the same but newer) in my driveway right now and with the turbo these things are fast as fuuuuuck (for a station wagon).[/QUOTE]
I could of sworn v70s had serious turbo lag, or its probably the one that I rode in that had it :V
[QUOTE=Magrathea;52241172]I could of sworn v70s had serious turbo lag, or its probably the one that I rode in that had it :V[/QUOTE]
The turbo lag is weird on it. It seems to be highly dependent on a combination of how clean your airfilter is, the amount of throttle you're giving it, and what speed you start at. Also, running high octane gas without the AC on makes a colossal difference (It's made for high octane but can run all the way down to the standard crap with significant power loss).
If your airfilter is dirty like mine was (mouse nest) until I cleaned that shit out, even with high octane gas no ac the thing basically doesn't have a turbo until about half to 2/3rds throttle on the pedal where it suddenly just fucking kicks in like crazy. With a clean filter, there seems to be a nice sweet spot (mid oct. gas as far as I've tested, I can't afford to roll high right now) at just below 2/3rds throttle where the power is nice and consistent from 0 to however fast you need to go. Also, if you're close to leaving first gear (~ mid teens) the delay isn't really there too much.
[sp]I mention AC a lot because the AC compressor on the V70 must have like lead parts. Absolutely kills engine performance and fuel economy.[/sp]
/carthread
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