• Post Your Current WIP: V6 "I will stroke a doll. You will benny fit!"
    3,015 replies, posted
For for S's and G's I decided to fire up Gmod, get my latest vehicular creation out, and fiddle with it. Turns out, I had turned an economy sedan into a muscle car capable of 0-60 in approximately 4 seconds give or take a couple tenths for launch technique. Any tips to get a car that brutish to be controllable? This thing....is an animal, to say the least, and will happily spin four jalopytire'd spherical wheels without even trying.
[QUOTE=TestECull;52534415]For for S's and G's I decided to fire up Gmod, get my latest vehicular creation out, and fiddle with it. Turns out, I had turned an economy sedan into a muscle car capable of 0-60 in approximately 4 seconds give or take a couple tenths for launch technique. Any tips to get a car that brutish to be controllable? This thing....is an animal, to say the least, and will happily spin four jalopytire'd spherical wheels without even trying.[/QUOTE] proper wheel weight (distribution), suspension (stiff but not that if you corner one of the wheels comes off the ground). low mass centre, inclined wheels when steering so that the wheels cut the road instead of slide. and proper brakes :wink: Thats basically my go to performance car checklist.
[t]http://i.imgur.com/XOFMHSe.jpg[/t] fs9-? Will carry 6 120mm mortars and run very fast.
[QUOTE=arzofire;52534455]proper wheel weight (distribution), suspension (stiff but not that if you corner one of the wheels comes off the ground). low mass centre, inclined wheels when steering so that the wheels cut the road instead of slide. and proper brakes :wink: Thats basically my go to performance car checklist.[/QUOTE] MR layout, AWD, ground clearance of about six inches. The econosedan version has a 1.5 diesel four in the nose and an FF layout, this one has a 9.0 gas V8 where the back seat used to be and a fuel tank in the nose :v:. Pretty sure the weight balance and CoG are close enough. And it has binders, they'll lock all four wheels so they cant get any better. I'll fiddle with caster and spring rate when I get home. Might need to add a prop or two...hmm...I wonder if Jackpody's steering E2 will work fine if slaved to another one that's used as an adjustment piece...might fiddle with toe and ackermann as well, but that would require each front tire have its own steering chip.
[QUOTE='[MG] Prof. P;52528844']Don't forget to figure out how to make sails work.[/QUOTE] Tell me how different is putting any surface perpendicular to the wind flow different to putting a surface perpendicular to the wind flow.
[QUOTE=Kardel;52536578]Tell me how different is putting any surface perpendicular to the wind flow different to putting a surface perpendicular to the wind flow.[/QUOTE] Well i mean, I'm not exactly sure why i worded it like that. Either way, what i guess i meant is that with the current fin tool, you have to have your sail close-hulled or the drag from the sail will either turn you or stop you completely. There isn't that much drag in real life. With the current fin tool, the air is pea soup.
I've been trying to refurbish a map that i started working on about a year or so ago that was just dev textures and a bit of a mess, but I was just wondering if some of you could check out this small video of it and give feedback. My tiny CPU has a hard time recording HD videos so sorry if its a bit hard to watch :v [video=youtube;8Q1l0CGzfyA]https://www.youtube.com/watch?v=8Q1l0CGzfyA[/video] [t]https://steamuserimages-a.akamaihd.net/ugc/830202924012979196/F1BC0BE8F095997196CDD1DAFAE01A7F76A8C322/[/t][t]https://steamuserimages-a.akamaihd.net/ugc/84847852113038232/A55EDB6625F6397C8A7D52BCD011934D7AD0D265/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|2048:864&composite-to%3D%2A%2C%2A%7C2048%3A864&background-color=black[/t] [t]https://steamuserimages-a.akamaihd.net/ugc/84848011234858230/FFD5969F5EBCE18CC67C3BBBA063B8084B72C4F5/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|2048:864&composite-to%3D%2A%2C%2A%7C2048%3A864&background-color=black[/t][t]https://steamuserimages-a.akamaihd.net/ugc/84847852112126656/C77C68FC2D31C350C633123445E771576D4CE36C/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|2048:864&composite-to%3D%2A%2C%2A%7C2048%3A864&background-color=black[/t]
About mapping,is there any thread where i can make questions about using the hammer,im just getting start to use it this week.
The garages look comfortably big for building, roads remind me a lot of carcon, and there's some nice variation in terrain roughness. If the area shown at the start is the main plaza, i'd recommend some more features, maybe some houses and obstacles for climbing like in carcon. I'm assuming the map is made for build servers, in which case i'd really like some accommodation for other types of vehicles. Railroads for train builders, a dock and water area for boat builders. And maybe a reasonably high area, made as big as possible for plane builders. Of course that would all be a lot of work and would take a lot of space, so no rush if you're making a map mainly just for cars.
I like the underground offroading spot. Reminds me of gm_wireconstruct from way back in the day. In fact, I wonder if someone could...with WireTeam's blessing...modernize wireconstruct such that it caters to modern builders and the modern engine yet retains enough of its old self to fuel nostalgia.
[b]God fucking damnit, Ballsocket Advanced, STOP STEERING MY GODDAMN TIRE NINETY FUCKING DEGREES EVERY TIME I TRY TO MAKE AN AXLE![/b]
After thousands of hours, advanced ballsocket is still goddamned witchcraft to me. For some reason, whenever I try to lock a prop to move only in one axis relative to another, it'll annoyingly unlock itself at one precise angle of the rotation. Someone ought to make a tutorial on how to use it correctly.
Build west or east. Never have that issue. Imo having to build north is bullshit.
[QUOTE=tyunge;52536871]map wip[/QUOTE] looks very reminiscent of carcon, almost like an upside-down carcon. i've been trying out mapping aswell, and i am making some progress with my first project [T]https://steamuserimages-a.akamaihd.net/ugc/852722580820460386/97FFB12907866F7C51CAA65719F74042881C2BB1/[/T][T]https://steamuserimages-a.akamaihd.net/ugc/852722580820461008/FC40C054B55BF3E62FC8B29A64DACBFFF1D8ED60/[/T][T]https://steamuserimages-a.akamaihd.net/ugc/852722580820461230/8A600754941EE6B37C3E49639F9221B577DF1227/[/T][T]https://steamuserimages-a.akamaihd.net/ugc/852722580820460604/6E21F676968805F3611447F2390FBE48B137B2F3/[/T][T]https://steamuserimages-a.akamaihd.net/ugc/852722580820460794/21A249C6D5AB1BBD875EBC077403954455F59BD0/[/T][T]https://steamuserimages-a.akamaihd.net/ugc/852722580820461595/3D579A27B6249009F04FEA5A911B20204DB038A9/[/T] and its not a pacific island without a pillbox [T]https://steamuserimages-a.akamaihd.net/ugc/852722580820461417/8FBD141567BCA753416E37B47AFE27224DFBB15A/[/T] water is not final, im going to replace it. im also going to build a few more structures. [QUOTE=arzofire;52538433]Build west or south. Never have that issue. Imo having to build north is bullshit.[/QUOTE] the real reason why we build north is because we've got good feng shui
[QUOTE=_Kel;52538761]mappo[/QUOTE] aaaa that map looks really good some content for content thread a biplane. flies pretty nice, fuckin awful with a bomb load though. 2x 100kg , 2x 50kg , 4x RS82s [t]https://steamuserimages-a.akamaihd.net/ugc/848215531435531011/D505A4751C42534088DEAC7269E7B90FFEED76C8/[/t] this thing. based it off mostly of an IL-10, a wonderful ground attack plane. 4x 20mm HMGs and 4x HVARs at around 8 tonnes. quite tough too. [t]https://steamuserimages-a.akamaihd.net/ugc/833577446969518449/906CDDAA59070674B973B12D08D56334496066B5/[/t] [t]https://steamuserimages-a.akamaihd.net/ugc/848219162424062792/08D387532F790CBA541E1443C419A281E0E2D09D/[/t] and last one is this fella, based it off a Gaz-69, at 1.4 tonnes, 64hp engine and a suspension suited for offroad, it drives very well on rough terrain. [t]https://steamuserimages-a.akamaihd.net/ugc/848219162424067758/26BB88A093A84A62F78083291588E7CFFDB1279D/[/t]
Speaking of maps, what's the best train map currently? It'd be nice to have some different scenery from friggin trainconstruct2 for a change.
[QUOTE=Trekintosh;52538986]Speaking of maps, what's the best train map currently? It'd be nice to have some different scenery from friggin trainconstruct2 for a change.[/QUOTE] It's arguably western corridor, sunsetgulch or that map that's set in a asian city (The guy who made that 140km/h train). I'll post of links in a sec. [editline]4th August 2017[/editline] [QUOTE=tyunge;52536871]I've been trying to refurbish a map [/QUOTE] Bloody hell. If this was the mapping wip thread, I would be bashing my face on the Mapping King rating. Speaking of bashing my face If I fucking knew how to use Precision and Precision alignment, this shit would be over in about a week. [t]http://i.imgur.com/zTSmxRI.jpg[/t] Was attempting to make a Gaz Tigr. Precision alignment is nothing but the fucking lorenz code shat out the back of a horse with syphilis through my eyes. I can't put too props together without my game crashing or me being flung into Orion's belt. Right, time to be of some use to the human race and post up those links [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=739426613&searchtext=northeast"]http://steamcommunity.com/sharedfiles/filedetails/?id=739426613&searchtext=northeast[/URL] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=311697867&searchtext=sunsetgulch"]http://steamcommunity.com/sharedfiles/filedetails/?id=311697867&searchtext=sunsetgulch[/URL]
[B]SNIP[/B]
Any presicion alignment tutorials anywhere?
I think Jackpody made one. I know they're out there, and PA's most basic functions arent too hard to understand because my inept arse figured it out and committed it to muscle memory. I'll try to find it/explain better when I'm not in a shop breakroom typing on a blackberry priv that barely works :v:
[B]Cre8ive Motorsport - Circuit 2017[/B] Due to complications with Facepunch, we had to repost the event thread using my individual account, as supposed to the Cre8ive Motorsport account. - The account hasn't been unbanned, but we were able to repost the thread. [B]Thread link:[/B] [I][url]https://facepunch.com/showthread.php?t=1573966[/url][/I] Sorry for the complications ;)
[QUOTE=EGG1;52537542]For some reason, whenever I try to lock a prop to move only in one axis relative to another, it'll annoyingly unlock itself at one precise angle of the rotation. [/QUOTE] Yeah it does that if you turn it exactly 180 degrees. Only solution i found is to apply another adv ballsocket after rotating the wheel for that amount.
[QUOTE=Magrathea;52539436] [t]http://i.imgur.com/zTSmxRI.jpg[/t] [/QUOTE] i like your spray
[QUOTE=daniel199578;52538900] and last one is this fella, based it off a Gaz-69, at 1.4 tonnes, 64hp engine and a suspension suited for offroad, it drives very well on rough terrain. [t]https://steamuserimages-a.akamaihd.net/ugc/848219162424067758/26BB88A093A84A62F78083291588E7CFFDB1279D/[/t][/QUOTE] I really like the simplicity and charm of that car. Do you mind if I build a Chinese knock off of it?
[QUOTE=Metacore;52541321]I really like the simplicity and charm of that car. Do you mind if I build a Chinese knock off of it?[/QUOTE] go for it. it better be nice!
[t]https://steamuserimages-a.akamaihd.net/ugc/852722829035605484/B2A7AC5DDD9F05732B9385FC2EBC73BEE9778118/[/t][t]https://steamuserimages-a.akamaihd.net/ugc/852722829038947310/93780F9473BFAAE3D2C6FC42F2BED564BC0EAA7B/[/t] [t]https://steamuserimages-a.akamaihd.net/ugc/852722829038968929/075087282EC8A40F14565DB01FC0D6F8F7CE629B/[/t][t]https://steamuserimages-a.akamaihd.net/ugc/852722829040575959/C63090FA3D7A0C3ED7BE17CC22148CE7186CE102/[/t] [t]https://steamuserimages-a.akamaihd.net/ugc/852722829040417955/F5795EA68BC8F990FA5972103D5434F10C693D90/[/t] '95 180SX for the circuit race event. May or may not become a touge missile. May or may not proceed to do mad skids on the event day.
[QUOTE='[MG] Prof. P;52536639']Well i mean, I'm not exactly sure why i worded it like that. Either way, what i guess i meant is that with the current fin tool, you have to have your sail close-hulled or the drag from the sail will either turn you or stop you completely. There isn't that much drag in real life. With the current fin tool, the air is pea soup.[/QUOTE] The problem of Fin2 is that it uses calculations for drag and lift in function of V (instead of V² like in real life), primarily meant to be scaled down due to Source map size limit, still doing it in function of V does have too much drag and too much lift. Wing tool uses V² if my memory serves well, but you need a lot of runway to take off.
So i finished the modified sovietic thing,based on a ZIS-5V [t]https://steamuserimages-a.akamaihd.net/ugc/851596865088274328/48CDFB7FFE2D6C7E771FDBBDDFA7E0658DD0F085/[/t] Im glad its around 180 props and dont have so many holograms on it.
Holden 2008 SV6 WIP for the circuit event. [T]https://steamuserimages-a.akamaihd.net/ugc/854974606959119211/4D027851909D95579C6ABA18CDDB92BCBDEFDC8F/[/T] First time using PAC to do holos, can't believe I was doing in manually through E2 before.
[QUOTE=Kardel;52543947]The problem of Fin2 is that it uses calculations for drag and lift in function of V (instead of V² like in real life), primarily meant to be scaled down due to Source map size limit, still doing it in function of V does have too much drag and too much lift. Wing tool uses V² if my memory serves well, but you need a lot of runway to take off.[/QUOTE] The problem is actually the direction of force in fin tool. it's always perpendicular to the surface you are shooting at. it should actually be perpendicular to the plane that's created through the velocity vector and the wing axis. Here's an E2 by xxxmags and me that does exactly this. Maybe someone can make a tool out of this. [CODE]@name DynLift v1.0 (v^2) @inputs E:entity @persist Eff Vel Ca M [V,Fn,F,N]:vector @trigger none runOnTick(1) if(first()|dupefinished()){ M = E:mass() Eff = 50 #"Efficiency" maybe make this a slider in the tool } V = E:vel() #velocity vector of the lift surface Vel = V:length() #velocty N = E:up() #vector perpendicular to lift surface Fn = -(N:cross(V)):cross(V):normalized() #direction vector of force Ca = -sin(acos(N:dot(E:vel():normalized()))*2) #lift coefficient, rough estimate (see image below) F = Fn *Ca *Vel^2 *Eff *M *0.000001 #actual force vector, need insane scaling because of v^2, maybe use just v instead for easier tweaking E:applyForce(F) [/CODE] Here's an image of the lift coefficient x is angle of attack y is value of coefficient [T]http://i.imgur.com/q2kTQq6.jpg[/T] I made this up to represent scientific data. not accurate though
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