Re: Ovo 11 - Intelligent Vehicle From my time in BeamNG, I've been playing with lots of vehicles and randomly sometimes when you crash the car just resets because it broke physics, and resets the map, car, and physics. From what your saying it sounds kinda like this but maybe that's something the Ovo actually does
Re: Ovo 11 - Intelligent Vehicle nah, I know what he's talking about, the jbeam of the vehicle will repair itself while flying madly through the air. very entertaining.
Re: Ovo 11 - Intelligent Vehicle This thing is pure fun ! Well done ! I found that the downward speed isn't limited to 1800 km/h. I reached 2100+ km/h. Also, is there any way to make it adjust its altitude while following a vehicle ? I would then be better at chasing cars on an hilly terrain or to pusue planes.
Re: Ovo 11 - Intelligent Vehicle That's just the Ovo trying to stabilize itself in such a crazy and violent way, to try and return to the neutral position. And it sometimes accomplishes that after some time I'll take a look at that! And I'll be hopefully implementing that feature soon. . Thanks for the feedback! (Edit: I know I said soon, sorry I'm but busy atm)
Re: Ovo 11 - Intelligent Vehicle The body doesn't show up for me. I am on experimental and I have attempted to reinstall the mod.
Re: Ovo 11 - Intelligent Vehicle I am having the same problem. i even tried to turn on the engine by clicking the button that allows you to rather than E it still wont work.
Re: Ovo 11 - Intelligent Vehicle Are you using experimental? Is there any error showing up on the console?
Re: Ovo 11 - Intelligent Vehicle Sorry for the delay. It gives me the error mesh in no .dae found: 'seat'
Re: Ovo 11 - Intelligent Vehicle I keep pressing E and it won't start. I don't know if I am in experimental version or not . But if anyone knows how to do these things, just let me know!
Re: Ovo 11 - Intelligent Vehicle Is that the BeamNG Expansion Mod ? Did you tried without it ? To get the experimental version, follow these instructions : BeamNG_Steam_Branch And to know your game version : http://wiki.beamng.com/Finding_the_game_version
Re: Ovo 11 - Intelligent Vehicle Is it just me or does it have some serious difficulty to turn in the latest experimental (v0.3.7.1) ? Also, if you manage to make it adjust it altitude while following a vehicle, will your delete the speed limit ? 360 km/h would not allow you to chase a fast plane.
Re: Ovo 11 - Intelligent Vehicle Thanks for the feedback everyone. Unfortunately, I have no clue for those of you that E does nothing. Only I can say is: -Make sure you are using experimental version. -Make sure your Caps locks is off. -Make sure you have not modified any important file . The turning radius should be the same in v0.3.7.1 as it was in older versions (if that is what you are referring to). Many people seemed to complain about that, so I've slightly modified that for the next version. Also, the maximum speed possible when "chasing" has been changed to 1800 km/h as in all other circumstances, and I already got the Ovo to automatically adjust it's altitude when chasing. All these changes and improvements, as well as many others, will be included in the next update, that I will hopefully release this weekend, but still needs a lot of tweaks. Control will also be hopefully now easier, and I've addressed the issue of the vehicle randomly endlessly spinning like crazy, it is now way less likely.
Re: Ovo 11 - Intelligent Vehicle I think you are on the stable even though it might say "experimental" in the corner in-game. If it does not say "[experimental]" next to BeamNG.Drive in the Steam library, then you are on stable. I know because I was having the same problem. P.S. For some reason, the vehicle won't appear when I click on it in experimental. - - - Updated - - - In experimental, i am having trouble spawning the Ovo 11. It appears in my vehicle list in-game, but when i click on it, the ovo doesn't spawn. Also, I think the "E" key won't work because they are in the stable version rather than the experimental. - - - Updated - - - Never mind. i re-installed it for the 5th time, and now it works.
Re: Ovo 11 - Intelligent Vehicle Ok, so, new version here (v1.2). With many bug fixes and improvements. Changelog: Crazy spinning vastly reduced. It is now very unlikely to happen, and even if it happens, it ends up fixing by itself in usually less than 5 seconds. I haven't yet experienced an "endless crazy spin" since I implemented the improvements, no matter how hard I tried . (I'm not saying it is impossible to happen though ). If it happens for more than 5~10 sec, simply turn it off and on again after some seconds. All commands now start with "ovo" instead of "thrusters". Hopefully faster and easier this way. E.g.: ovo.goTo(x, y) "follow" command now adapts to the altitude of the vehicle. Use: follow(id, dist, alt) Where alt is the number of meters you want to be hovering above the followed vehicle altitude. Useful because you don't want to be scraping the gound while following the vehicle . Try a value between 1 and 8 which best fits. You can still control the altitude by yourself if you want, simply input the command without the alt value,like: follow(id, dist) Improved turning radius. Increased the default value, and it is now "dynamic", which means it varies depending on your speed. If you are still not happy with the changes, you can modify the turning radius with this command: ovo.setTRadius(n) where n is a number, the larger, the faster it will turn. The default value is 4. It's now easier to go faster . (takes less time to reach 1800 km/h) Introduced parking brake input as an "altitude locker" (P Key). Hopefully makes your life easier . Put the parking brake on whenever you want to stop climbing/descending. Also, while with the parking brake on, you will be able to normally climb and descend holding T and G, but with the added feature that on release, your altitude will get "locked". So no annoying unwanted climbs/descends. (wip feature still, doesn't work sometimes as expected) Possibility of the 1st person Camera going outside the Ovo reduced. Reduced slightly the possibilities of not being able to unstuck from a place, switch the Ovo off and on again, to try getting unstuck. Very minor sound fixes. Fixed wrong behaviour with the "setHdg" command. Corrected some min/max speed values missing, and adjusted the max speed when following. Other stuff I forgot... The Ovo 11 was designed with slow/careful exploration of the world as a main task in mind, like in a submarine , being able to go +1000 km/h was just an extra which was not completely supported and assured to work with nice results. But seeing this is what most of you use it for (which is fine and great ), I'm doing my best to support it and avoid all possible bugs. Though, you can't expect a vehicle to behave correctly on +1000 km/h crashes, so there are some bugs and weird behaviours that might never be possible to fix . Please provide feedback and opinion, report any bugs you experience and suggest any possible improvements! I might have f***ked up something so let me know .