Released BELAZ (Re-uploaded)v2

Discussion in 'Land' started by _N_S_, Apr 6, 2021.

  1. Ibadur Rahman

    Ibadur Rahman
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    You can even put an invincible drive belt from the engine to the motor
    --- Post updated ---
    Talking about LUA I
    Am a rookie
    --- Post updated ---
    I tried to use the electro motor but for some reason it broke the engine (and it stoped everything)
    --- Post updated ---
    LUA is very tough there might be only some who would have properly mastered it to do such a thing.
    In my opinion if (and only if) you can connect the motor to axle (directly) it might work?
     
  2. default0.0player

    default0.0player
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    Another way, is to use a physical "rotator", rotators are like powered wheels, if you build two rotators, one connects to a combustionEngine, the other connects to an electricMotor. Then use a bunch of beams to connect the two rotators, and use lua to manipulate the electricMotor to only work in regen range. The electricMotor to the wheels are working like usual, like eSBR.
     
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  3. Agent_Y

    Agent_Y
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    That's a genius idea, someone could totally make this! I haven't used rotators before so I don't think I can figure it out myself, but someone else could do it
     
  4. Hiobisko

    Hiobisko
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    I, in turn, noticed problems with Belaz's sounds. They started to duplicate, but 4 years ago they were still working normally. Nobody wants to deal with it and I think it is the main problem of this mod.
     
  5. Panswi

    Panswi
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    Dude, this mod is getting outdated and fixing it is not that easy. I don't like the sounds of Belaz either, but so far there's nothing you can do about it. My guess is that the sound files have never been updated so creating new sounds will not be necessary, because it is enough to write a new s.beam.
     
  6. Agent_Y

    Agent_Y
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    Nobody ever managed to fix this, and many people have tried over the years
     
  7. Hiobisko

    Hiobisko
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    As far as I know, you started fixing the sounds but didn't finish them. Why?
     
  8. Panswi

    Panswi
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    Because I don't know much about sounds. I did as much as I could to stop the sounds from duplicating. Given that the mod is outdated, I won't be able to restore the old sounds 100%. You have to find someone else. The only sensible way out would be to habitually write a new s.beam because it has never been updated and therefore the sounds do not work properly.
     
  9. Hiobisko

    Hiobisko
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    I think the only people who could bring back the old sounds are you and Agent_Y. It might as well be natiq kamal but it hasn't been seen in a year. You've certainly taken a big step to prevent duplicate sounds. From what I understand it is enough to write a new s.beam that will match the new Beamng versions. So I think you shouldn't give up when it comes to sounds. In my opinion, creating new sounds is pointless if these can be salvaged. I would like to add that I do not force anyone to work, but I encourage them.
     
  10. Agent_Y

    Agent_Y
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    Sorry but I've tried with the sounds several times and never managed to fix them, they only sounded worse when I tried. I think it's because of the sound sources being bad but not sure, tried also vanilla sounds but all of the ones I tried sounded bad with this vehicle
     
  11. Ibadur Rahman

    Ibadur Rahman
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    i think we should rather leave it?
    --- Post updated ---
    Because even I tried to put the belaz (re-uploaded)`s textures in the one you made with the vanilla sound
    It didn`t work
    I think i will try that again.
    It can be that the engine textures are somehow hiding some sound....
    if you can pls check it.
     
  12. CaptainNoobacus

    CaptainNoobacus
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    changing topic a bit, would it be possible to get the giant lights at the front to be used as fog lights?
     
  13. Agent_Y

    Agent_Y
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    They are not lights, I forgot what they are but definitely not lights, nobody would make such huge lights
     
  14. Nucleardevice

    Nucleardevice
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    As I recall they are air filters. They need them because of the air conditions in the mines.
     
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  15. NOCARGO

    NOCARGO
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    It's really quite doable to make some decent sound for it. It's just the approach that matters. Just start with clean and fresh, good working sbeam file and tweak from there on. And the MOST important is to give it good sound samples. The sound of the current samples DO express the authors intentions very well about how he wanted this 'generator' like sound to work on this big machine. The problem is that this doesn't means that the sbeam system will process it well. Maybe it does and it's just the parameters being screwed up, I didn't check that actually.
    The sound samples you hear below come from an old repo mod that has been removed by its author long ago so they cannot be used without permission, but any good set of sound samples, like low-med-high can be used with sbeam. Which also brought me to the idea that all vanilla sounds can be sampled to low-med-high (thus 3 samples) to be used with sbeam. Just record them in-game :p Can easily be done since a simple console command can put the engine on a certain rpm :)

     
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  16. default0.0player

    default0.0player
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    Please display the Powertrain Visualization app and tachometer in your videos if possible, thanks
     
  17. default0.0player

    default0.0player
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    Powertrain: Diesel-Electric. Two ICEs two generators and wheel-hub motors. Dynamic braking and disc brakes, no regen. For economical cruise, use only one engine.

    The following texts are machine translated from Russian Wikipedia.

    Power plant and transmission

    No suitable generator could produce enough power to move the truck on its own. The power plant therefore includes two gensets, which are connected to a V-shaped sixteen-cylinder MTU Detroit Diesel 16V4000 with an output of 1715 kW (2330 hp) (the diesels are mounted transversely in the engine compartment)[8]. The generated current is fed to four 1,200 kW motor-wheels. Access to the motors is possible without removing the wheels, which facilitates their maintenance and repair[8]. Electrical equipment controls each motor-wheel separately, so that the truck has an interboard and axle differential (current to the motor-wheels is supplied depending on the load). AC drive system of MMT500 is designed by Siemens and also includes a control cabinet with two ELFA inverters, three blowers and installation of ventilation of braking resistors[5]. In order to save fuel it has been developed a scheme of the most efficient operation of engines: without cargo the truck is driven by one of the engines (for even wear and tear the engines work alternately), and with the load - by both engines. Exhaust gases from one engine are diverted to the side through mufflers, and from the other is sent to the platform for heating - in winter conditions the ground can freeze, which makes unloading difficult[1][2]. Each diesel is equipped with a pre-start heater[8].
    Braking system
    Above the exhaust pipes: braking resistor vent installation (centrifugal fan inlet and outlet ports are visible). To the left is the electrical control cabinet

    Each wheel has a double disc hydraulic brake and an electrodynamic braking system: The braking action is carried out by traction motors, and the resulting heat is taken away through the ventilation system of the braking resistors. The truck is also equipped with disk parking brake.
     
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  18. NOCARGO

    NOCARGO
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    Holy moly that is quite a detailed description of this vehicle's performance actions !

    You don't mean all of my videos do you but just concerning the Belaz here ? o_O

    Anyway, all I did was take a few minutes to see how hard it'd be to get rid of the awful sound that currently is still 'mapped' to this mod.
    Since other members stated it's quite impossible to improve the sound (and I agree the current sbeam and samples are quite unmanageable) my suggestion is to start with a somewhat clean sbeam and better samples :)

    Here's a vid with power train layout app and rpm app. As the rpm's are quite ridiculous (maxing out at 10k) the power/drive train setup seems even more, especially after what you explained. But I haven't concerned myself with the technical part of the vehicle, I just wanted to see how easy the sound output could be made more bearable compared to the current setup :)

     
  19. Panswi

    Panswi
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    Hmmm, you did it really well. The sounds may not be 100% compatible with such powerful diesel engines, but better is nothing. I also tried to fix the Belaz sounds but the default sounds to try and restore them to what they sounded in the old versions. It seems to me that the default sounds can still be fixed somehow by writing a new s.beam. Currently, s.beam does not match the latest version of the game and the sounds do not work properly.
    I also heard about problems in the drive system, but in my opinion it works fine.
     
  20. Hiobisko

    Hiobisko
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    So basically the sounds of Belaz can be saved by giving only new ones? Your sounds are good but recently browsing Youtube I came across these sounds. What do you say?
     
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