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Maluch JBeam rebuild

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by AdamPLGames, May 17, 2021.

  1. SKB

    SKB
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    Lmfao this is actually hilarious
     
    • Agree Agree x 1
  2. PowerstrokeHD

    PowerstrokeHD
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    (proceeds to make a driveshaft straight from the engine and turn the diff into a tranny)
     
  3. Alex_Farmer557

    Alex_Farmer557
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    do you not understand what a transaxle is?
     
  4. Agent_Y

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    Instantly one of my favorite images of all time lmao, I would need to implement the stronger tow hitch for this (it can't haul heavy trailers without it)
    This is actually doable what the heck, I could totally do it lol
     
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  5. PowerstrokeHD

    PowerstrokeHD
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    yes i do. I know that is. I just meant that would look freaking weird. Like a diagonal driveshaft
     
    #705 PowerstrokeHD, Dec 3, 2021
    Last edited: Dec 9, 2021
  6. Drivver

    Drivver
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    Something less ridiculous than bus motor, more powerful and actually done in real life;
    http://www.speedhunters.com/2012/01/car_spotlight_gt_gt_the_fiat_126_monsterb/
    https://namasce.pl/maluch-v8-video/
    https://www.autoforum.cz/fascinace/fiat-126p-s-motorem-v8-650konovy-maluch-pojede-skoro-vsechno/





    One config as tribute to those insane people wouldn't hurt, but probably require too much work to create a thing that would be an absolute trash to drive, capable of only burnout and going in straight line.
     
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  7. SKB

    SKB
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    H O L Y. C R A P.
    that is nuts.
     
  8. Agent_Y

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    The one on the first pic is actually planned but not for demo. I will need to implement a front engine layout anyway for the offroad version, and in the front I'm planning to fit I4 and V8 swaps. But it will be a lot of work you are right. As for the rest, there is actually a whole racing team that does these swaps and all are similar so I think we don't need more than 1 of them in the mod, would be basically the same as the previous one but without supercharger, that's already around 400hp lol
     
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  9. Agent_Y

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    Lights update progress, this isn't final and there's still stuff to fix (reflectors, normals, turn signals glow colors, light bulbs...)
    1.png 2.png 3.png 5.png
    4.png
    6.png 9.png 7.png 10.png 8.png
    Models by Vapordude, textures by HerbieTheRealBug, materials by me
     
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  10. mhegai

    mhegai
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    english: i couldve said "wen relez" but im not dumb so take the time
    Bri'ish: Oi cannoh woight ontil this caar is foinaleigh finished, ye. I'will look owsom moight.
     
  11. Agent_Y

    Agent_Y
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    Color palette update
    asasdasd.png
    Corrected wrong colors/numbers/names, separated FL Maquillage and ELX colors, added missing colors, added missing color names, added BIS colors, re-added colors from old version, added generic BeamNG colors from vanilla cars. Now 44 colors in total.
    EDIT: Just found out this list is not complete, there were more ST colors, not included in the source I've seen, possibly it was separated between 600 and 650. Will update again.
    --- Post updated ---
    Now THIS I believe is the complete palette. Took some digging. But I now have every exterior color matching specific interior colors.
    asdass.png
    The reasons why ST has so absurdly many colors are:
    • Italian models for export to Poland and Polish models for Poland had different palettes
    • 650 version has its own palette, but half of the 600 palette was also still used on it (I assume they had to use up spare paint lol)
    • Special edition had unique colors that weren't available for normal versions
     
    #711 Agent_Y, Dec 6, 2021
    Last edited: Dec 6, 2021
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  12. Agent_Y

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    I started updating configs and got to the rally version so I decided I might as well finish it because it's not much work.
    Stripped interior (new things are stripped dashboard and removable door panels, the doors are no longer invisible from inside without panels):
    wdsdadw.png
    Rear skidplate (prevents oil pan damage better than expected):
    dadasefe.png
    Older rally skin from 1972 (yeah looks underwhelming but that's exactly what it looked like irl lol, the car itself was just stock with removed bumpers, engine swap and rally tires, but it was official somehow)
    sasdasda.png
     
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  13. Agent_Y

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    I had an idea for a new config, and now it's one of my favorite versions ever in this mod. Yes the skin is colorable.
    1.png 2.png 3.png
    I want to make more junk versions but maybe after the demo
     
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  14. GlassCastle

    GlassCastle
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    Banned

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    No junk versions would be complete without dirty lettering and some glue leftover from the snapped lettering ;)
     
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  15. Agent_Y

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    That's too much detail for this game, I don't think I'll be adding it, but I have plans for a fake BMW badge lol
     
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    • Agree Agree x 1
  16. Stynger

    Stynger
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    00017JRHUOSXD25J-C303.jpg 1343840356_by_orwo.jpg
     
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  17. PowerstrokeHD

    PowerstrokeHD
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    engin to smol
     
    #717 PowerstrokeHD, Dec 9, 2021
    Last edited: Dec 9, 2021
  18. Agent_Y

    Agent_Y
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    I realised that it kinda makes no sense that there are rusty configs but they behave exactly like the normal configs, like the rust is just visual. So I added some stuff, new slots are highlighted.
    asddasda.png
    There are now stock, rusty and broken versions of all hinges and bumper mounts. Stock are normal, rusty break easily and broken are already half-broken (like the part is just hanging on 1 hinge or mount). This actually means less file size surprisingly, because all bumpers, decklids and doors use the same mounts so they aren't duplicated for each variant, there are more parts than mounts, and broken ones take less code. (I spared about 2kb for doors, 3kb for bumpers and about the same for decklids lol, hood stayed the same.) This also helped me find some inconsistencies and issues with the rear bumpers that are now fixed. Also you can remove bumper mounts and hinges and then the parts will fall off lol (but for doors remember about handles, for hood the latch, for decklid latch and hinge spring).
     
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  19. Drivver

    Drivver
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    Any chance for a weaker construction? Rusty cars crumble much easier. I'm not a JBeamer, so I have no idea about complexity of that task, but if it's reasonable then reducing like 20% of stiffness to all rusty parts would create a really nice effect.
     
  20. Agent_Y

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    Not sure how I would implement that in the slots system... But the idea is good
     
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