Outdated CRD Monster Truck

Discussion in 'Land' started by SealedGecko, May 2, 2016.

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  1. mumboking

    mumboking
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    @FLyInG 2 YoUr SoUL
    You're having problems with the skins?
    I noticed this post on another thread:
    When I made the skins switchable, I deliberately made it "skin_F150_body" so you can add other shells. As you have it now, if you add another shell with the "paint_design" slot, you'll have the F150 body skins showing up in there, as you've already found out.

    Change the "paint_design" slot to "skin_BodyNameHere_body" and change the materials names from "MATERIAL.skin.SKINNAME" back to "MATERIAL.skin_BodyNameHere_body.SKINNAME".

    See how that works out.
     
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  2. danhask

    danhask
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    could you leave links to the skins please?
     
  3. Deleted member 160369

    Deleted member 160369
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    Just gave it a quick try.

    Seems to be working fine. Thanks!

    --- Post updated ---


    Update on the dash cam:

    Code for the dash cam is already present (as I seemed to recall). It doesn't work though. Investigating the issue.

    Update on the differentials:

    Toned down the engine to more realistic specs (1500 HP/1950 torque @ peak) and replaced the existing diffs with brand new LSDs. Now behaves as it used to.

    --- Post updated ---

    To do:

    - Revision of the tire grip settings to go with the new engine/differentials setup.

    - Allow for tunable ride height, so that it's possible to have the F150 (standard), Max-D (lowered front and rear) and El Toro Loco (lowered just in the front to give it a squat stance) all in a single mod (many thanks @mumboking! ), but each with specific suspension settings.

    - New thumbnails for configurations. Long overdue!
     
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  4. HumanTarget

    HumanTarget
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    You should see if you can find a Blue Thunder shell when you have free time. Would be a nice classic shell. I would look for one myself, but I don't know how to find out if it would work. In the next update, could you also release the crush cars?
     
    #304 HumanTarget, Aug 26, 2016
    Last edited: Aug 26, 2016
  5. Deleted member 160369

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    You know, Blue Thunder was the first alternative I considered when I started working on this mod.

    Despite the truck being on the F150 shell, the vehicle available on Sim-Monsters.com is based on a completely different 3D mesh. The texture that came with it wasn't directly compatible, and most graphic elements were too small to be adaptable with satisfactory results, so I gave up.

    Now that I have acquired a little more ability with Blender and stuff, I could reconsider it.

    You... Why? What's on your mind...?!

    Would you... really crush this poor little thing with a monster truck? :(

    Hint: yes!

    3 basic configurations in the .zip, one for the Ibishu Covet, one for the Ibishu Pessima, one for the ETK I Series. ;)
     

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  6. HumanTarget

    HumanTarget
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    Yes I would crush that little thing :mad: but I can't seem to get it to work... Do I install it just like a normal mod? Or do I have to put the three files somewhere?
    Edit: I tried putting the pessima_crushcar.pc in the pessima.zip folder. Ignore why the etki_crushcar.pc is highlighted.
     
    #306 HumanTarget, Aug 26, 2016
    Last edited: Aug 26, 2016
  7. Deleted member 160369

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    They're configurations. Put them in /Documents/BeamNG.drive/vehicles/*vehiclename* - i.e /Documents/BeamNG.drive/vehicles/hatch - /Documents/BeamNG.drive/vehicles/pessima - /Documents/BeamNG.drive/vehicles/etki

    They will be among the selectable configurations for each vehicle, either in the Parts Selector or in the Vehicle Selector Screen, according to your options setup.
     
  8. HumanTarget

    HumanTarget
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    Seemed simple enough, but, since it's me and everything I do is extra complicated: what do I do if I don't have those folders in the vehicles folder?
     
  9. Deleted member 160369

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    You can create them manually. /Documents/BeamNG.drive/vehicles/ should be there already (the folder structure is generated at startup for a fresh install), just add a subfolder for each vehicle, matching its internal name (hatch = Ibishu Covet, pessima = Ibishu Pessima, etki = ETK I Series)

    Or, have the game create them for you: every time you save a custom configuration for a vehicle, a subfolder named after the vehicle is created in /Documents/BeamNG.drive/vehicles/ and your configuration is saved in there. The folder is kept even if you delete your custom configuration.
     
  10. HumanTarget

    HumanTarget
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    I got them to work finally! Very interesting way to spawn them in. It's kinda hard to place them since they don't drive. I'm not sure whats different about the crushcar version either, it had seats and stuff still (might have installed wrong) The other two still work fine. Also, mine computer does not like 8 crush cars and a monster truck XD little laggy.

    My wheelie over the cars didn't go as planned...but I think this ended up well anyways.

    --- Post updated ---
    (I know this isn't the best place to ask this, but people here are good at answering. This is for anyone to answer.)

    In that picture, would it be possible in any way to make, the 4 white cars, the ramp and the 3 walls around the cars (3rd is behind them) into a prop. I would like to be able to spawn these items in all at once and not have to, every time I play this game to have to respawn and place all these back in place. If anyone knows a way to make it so I could turn these into a prop I could spawn in, that would be greatly appreciated! ;)
     
    #310 HumanTarget, Aug 26, 2016
    Last edited: Aug 26, 2016
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  11. Deleted member 160369

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    You can spawn a regular drivable model, drive it in place and then load the custom configuration from the Vehicle Customization screen.

    Judging by the pics, I suppose you have problems with the configuration for the Ibishu Pessima. Remember you put the .PC file in the pessima.zip archive. Remove it first, then make sure you install it properly like the other two.

    Could be done, but it's kinda strenuous to implement: even if we were to merge the required meshes into one spawnable object with the vehicles and the props pre-arranged in that fashion, said object would need a JBeam for deformation to work. Besides, the ramp is part of the map and not a spawnable prop.
     
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  12. HumanTarget

    HumanTarget
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    Sounds like too much work :p I'll just spawn them in and move them with the editor.

    Can't wait for the next "big" update to come out! I love getting new things added to already great mods! Wish I knew how to mod so I could help :( but I don't know coding or anything related to modding.
     
  13. The Shotty

    The Shotty
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    You could make a simplified jbeam for all the cars, but that would mean a bit of editing in Blender.
     
  14. Iro

    Iro
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  15. torsion

    torsion
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    FYI a simplified jbeam wouldn't be constructed in Blender. Blender is used for the meshes. Jbeams are done by hand or in the NodeBEAM Editor.
     
  16. Deleted member 160369

    Deleted member 160369
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    I can't tell if Brutus is on the CRD Chassis or rather a Cohen. Looks like CRD, but don't quote me on that...

    Anyway, got a mesh to work on, I'll keep you updated.
     
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  17. Iro

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    I belive its CRD
    Brutus.jpg <---Cohen (i think)
    and the older Brutus seems to have the same chassis and shell as the new one
     
  18. Deleted member 160369

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    Well, I took a good look at the chassis the vehicle available on Sim-Monsters.com is sitting on. It's missing a lot of the peculiar characteristics of a CRD chassis. I can't really place it, could be a custom design for all I know.

    Still, the body could fit our chassis just fine, so if you don't mind a little inconsistency, I might get it done in a few days. Needs collision nodes and beams around the ears... :D

    Update on development:

    Detuned the engine (now peaks @ 1935Nm / 1500HP), remade the diffs (now they're LSDs) and tuned suspension (lowered, stiffer), steering (increased steering lock to prevent excessive snap-in) and tires (more grip, less rolling resistance) to go with the updated drivetrain. Wobbling still an issue, but it's now reduced to the point you won't even notice it: when pushed to the limit, instead of having the wheels glued down and shaking under friction, the truck now tends to lift the front inner wheel, effectively killing wobbling alltogether as soon as the axle regains traction. This also means you can now do donuts! Yay! :D

    Also, to accomodate the 2 new bodies all in one vehicle, I allowed for some tunable ride height front and rear, so that each of the three bodystyles can have a specific setup (see attachment). I opted for a conservative range of settings for now, but that might change in the future.

    Now, a couple of issues left to tackle:

    - Dash cam. I can't figure it out. Indeed there was an error in the code, but it won't work regardless...
    - Consumption. Get ready to frequent stops for refuels (see attachment)... ;)

    EDIT - *Sigh* My kid now wants me to trade our car for a monster truck... :(
     

    Attached Files:

    • yay_donut.jpg
    • ride_height.jpg
    • consumption.png
    #318 Deleted member 160369, Aug 27, 2016
    Last edited by a moderator: Aug 27, 2016
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  19. gameboy3800

    gameboy3800
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    i see no downside to this.
     
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  20. Deleted member 160369

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    Neither do I. Finding a parking spot during rush hour wouldn't be a problem anymore! ;)

    I doubt I could afford to operate a vehicle that burns that much fuel in so little time. That's it... :rolleyes:
     
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