Cancelled French corvette Créole (1827)

Discussion in 'Boats' started by evening, May 29, 2022.

  1. a plane guy

    a plane guy
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    Do you mind showing a current pic of all the nodes?
     
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  2. evening

    evening
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    Sure thing, it's difficult to show the whole model in a single screenshot so I tried to cover everything.
     

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  3. Turbo49>

    Turbo49>
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    That's quite a lot of nodes, are you sure you can't do less than that ?
     
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  4. Agent_Y

    Agent_Y
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    Jbeam/QA support
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    This piece could definitely do with like 5 times less nodes
    20220801_234556.png
    Most of the ropes are also a bit questionable, you could reduce the amount of bending points or use triangular structures instead of squares
     
  5. evening

    evening
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    Keep in mind that I started without any intention to distribute it afterwards, without any prior jbeam or coding knowledge whatsoever and without knowing about the node limit, it isn't mentioned in any wiki, guide or documentation that I came across, and if I haven't already released an alpha yet it's exactly because I know I have a lot to improve lol, certain parts aren't much more than a placeholder, I needed to be sure it could be done and I didn't have other vehicles to use as base.

    Told that they all have triangular structures except the anchors ones, about these I tried them with less nodes but they always ended up deforming the rope in an unnatural way, the sails could do with less if they were static but I wanted the ability to fully control the ship without touching the wind dial, which means they need to rotate, bend against the other rigging elements when upwind and to be able to furl them up the yards all of that keeping a smooth shape, that's the reason of the double layer structure, the one with diagonals keep the sail in shape and its vertical beams are the rails for the second sail layer which has the coltris and mesh attached to.

    Totally agree about the bending points, I didn't give a single thought about the number of nodes and aimed for the best looking result, it's the part I plan to redo but even then I can't get the number low enough to have working guns, and the if we take into account the size of this model the density of nodes is already way lower than any original vehicle.

    Clearly this game isn't intended as a ship simulator and I don't mean it as a critic, it's just that everything is scaled down to a car size, velocity of the simulation also changes between a car that goes 200mph from a ship that reaches 20mph max, I still find the limit pretty low though, either it's because of some engine coding reasons I can't understand or because average HW improved a bit since it's original release.

    Edit: I started the thread just to ask a couple of questions, I don't do this as a work, I don't ask for money and I just like to do these kind of stuff to chill out, I perfectly understand its quality isn't high enough so I prefer to just keep it for myself or I'm not gonna enjoy the process anymore if under pressure, thanks anyway for the interest you all showed!
     
    #45 evening, Aug 2, 2022
    Last edited: Aug 2, 2022
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  6. Lewhik

    Lewhik
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    Sure, up to you
     
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  7. Turbo49>

    Turbo49>
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    Well there isn't a node limit per se, but having more nodes isn't always better. The main problem is more nodes = more weight + less rigidity.
     
  8. evening

    evening
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    There is a node limit and that limit is 4000, try it if you don't believe me.
    And that is completely false, more nodes means a more equal distribution of weight and pressure, the total weight never changed because it isn't a car, its a ship, it's buoyancy keeping it afloat.
     
  9. Turbo49>

    Turbo49>
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    Until a point, because you can't make nodes too light. And at that point the only option to reduce weight is to reduce the amount of nodes. So yes, you're right, it doesn't mean more weight but it does mean more lag and is not needed. You don't need to distribute weight evenly.
     
  10. evening

    evening
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    The nodeweight of the hull is 180, of the sails is between 165 and 30 and of the rigging between 20 and 10, I don't have any problem with stability whatsoever, it doesn't spike or does weird stuff at all, more nodes don't get loaded from the game independently from their properties.
     
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  11. Turbo49>

    Turbo49>
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    Yeah, if it works it's all good, after all i have no experience with boats whatsoever and only have very basic experience on jbeam.
     
  12. NOCARGO

    NOCARGO
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    Hi, what a great mod you are making ! I have no particular interest for it nor would I want to excerpt any pressure on what you are working on, but just to be clear :

    Why the h*ck would you need 4000 nodes anyway ? This is BeamNG, THE node/beam 'system' we all know and love.
    You started off great, now you only need to think : 'minimize, decimate...' if you will.
    If the node limit is 4000 then simply try and see what you get with 2000 for example, don't get stuck on the details (details arising during the process of creation), (I would) just run along with how the node/beam system actually works. By the way :

    The lowest node weight I ever struggled with was about 0.2 or something, 0.2, not 180, 165, 30, 20, 10 or whatsoever. If the structure doesn't work like this just decimate it and see what happens, buoyancy can still be adjusted with its own parameters if I'm correct (?). AND if you desire to preserve original weight for your mod then just add the weight to less nodes instead of too many nodes.

    This mod looks awesome and if I where making it I would focus on the parts that really need more node sophistication and parts that don't need them at all.

    Just my two cents here. I see a lot of awesome stuff on the forums being made these days, if I'd be throwing likes at every awesome mod being made I'd be looking like a genuine simp, pardon me my French, (heheh Creole). But I just had to leave my thoughts here.. This stuff looks great and seems close to a staff pick in my honest opinion :)
     
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  13. evening

    evening
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    I just wanted the ability to sail a ship with real simulated wind, a game/simulator like that doesn't exist so I decided to try what I could do with this one.
    I don't care about anything else, I don't care about the fighting or the weapons and to me having functional carronades isn't a priority, I wanted the sailing side of that thing to be the closest I could to the little I've been lucky enough to see irl so it's fine for me to shave off just the nodes needed to complete that part.
    Not knowing about that limit I just spawned stuff till my framerate started to drop and used that number as a rule of thumb to get a number that kept it above 20, it may sound dumb to you but I repeat that back then I didn't even know if I could even reach that point and sure as hell I did not have the technical knowledge to plan all of this any better.
    Plus I asked for help earlier and nearly nobody cared so I'm not redoing months of works to please strangers on the internet that could have spoke earlier, it's that simple.
     
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  14. Calling

    Calling
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    Salut ! je viens de voir ce mod en me baladant et je trouve sa super et je voulais savoir si le mod a été publié ou si il est terminé ?
     
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