WIP 1984 - 2006 The Brutus

Discussion in 'Land' started by Sithhy™, May 16, 2017.

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Should the "empty" grille be replaced with the one from the Hopper on all hoods?

Poll closed Apr 26, 2019.
  1. Yes, do it

    27.3%
  2. No, don't do it

    0 vote(s)
    0.0%
  3. Leave them as separate designs

    72.7%
  1. CharredWing

    CharredWing
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    I honestly can't wait for somebody to swap an electric motor into this, because that's gonna be fun.
     
  2. Sithhy™

    Sithhy™
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    Small "teaser" from atv_123 :rolleyes:

    Expect few more pictures tommorow or so :p

     
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  3. gameclick109

    gameclick109
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    looks amazing ,have been here since you first started this mod and it's really coming together keep up the good work.
     
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  4. Jarret Rucker

    Jarret Rucker
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    Can't wait to crash this SUV into the T Series and see what happens. Nice WIP Mod!
    --- Post updated ---
    Or I could drift it up in Belasco Forest, lol.
     
  5. rocksim

    rocksim
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    Is there a plan for selectable armor, or will this only be the civi model? I would love to see a military one with some different levels of armor, as well as different camo options! As for engines, I think it would be cool if some other engines were included. Im not sure if these are but:
    -The chevy 350 that was in Doug DeMuro's yellow H1 (this was offered from the factory)
    -An LML duramax swap from a 2011-2016 Silverado HD, the swap has been done as its the same basic engine as the LB7 that was in the H1.
     
  6. atv_123

    atv_123
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    As far as engines... at the very least we have every stock engine that was ever offered in the H1 throughout the years. So we have (lets see if I can remember what all there is off the top of my head here) the 5.7L Gas Engine, 6.2L NA Diesel Engine, 6.5L NA Diesel Engine, 6.5L Turbo Diesel Engine, and the 6.6L Turbo Duramax Diesel Engine... and then we also have the Cummins 4BT as an option as well because reasons I guess... I believe there might be 1 or perhaps 2 other engines planned? I'm not even 100% sure yet honestly.

    As for an Armored version... Well... the biggest difference visually would be the Doors and the Roof mostly I suppose along with the extra plates that are added to the body. It wouldn't be impossible by any stretch of the imagination. I know Sithhy wanted to do a military update (as the first release would be just the civilian models). The biggest thing that would need to be done would be to model the components (the beefed up doors, beefed up roof, and the plates for the body). I on the other hand would just have to make slight modifications to the JBeam to get it to work. Mostly adding weight, changing spring rates, and adjusting some shapes of the nodes. It could be done. I don't know if we will, but it definitely could be.
     
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  7. Sithhy™

    Sithhy™
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    Best feature of the B1 right here :D

     
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  8. Jota3214™

    Jota3214™
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    Ooh, fantastic.
     
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  9. rocksim

    rocksim
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    That’s cool!
     
  10. fufsgfen

    fufsgfen
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    I think they did update armor at one point so that they had more floor armor, that might change weight balance to lower compared to earlier versions of armored ones.

    If I recall right, there was issue with original armoring being pretty non existent at the bottom, which in case of IED was obviously not so great as pressure from explosion got freely into vehicle, while no way to exit from the vehicle, anyone knowing anything about explosives knows how bad that will end up.
     
  11. Lucaas

    Lucaas
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    So far, a very great project. I've been following it since it first came out, even before I made an account. Great job!
     
  12. waldo_101

    waldo_101
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    that is amazing. extremely excited for this mod
     
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  13. CharredWing

    CharredWing
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    I believe that's because it was originally designed for a theatre with more bullets than mines, yeah? So nobody expected it to have to deal with an explosion from the bottom. And even then it isn't exactly the best against bullets without being up-armoured.
     
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  14. Sierra-3

    Sierra-3
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    The M998 was simply NOT designed with any armor. It was a direct replacement for the old M151 jeep and the various CUCVs and as such, considered a utility, not combat vehicle. Combat transport was left to the Bradleys but the way the humvees were used for patrols in Iraq/Afg made them very vulnerable to IEDs, costing a lot of lives. The up-armored humvee was a stopgap response until the MRAP program finally got rolling and they do the job of saving lives but they're otherwise a basket case of hurt. They have even less inside space, lose in mobility and speed due to lower ride height/added mass and bulk and, since the suspensions/drivetrain were not upgraded for the extra weight, they have to be sent for depot-level maintenance a lot more often than their lighter counterparts.

    They would not be very fun to drive in-game but I guess they would go through other vehicles better due to the added mass!

    (and break down faster)
     
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  15. atv_123

    atv_123
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    Well... I was thinking about explaining it... but I honestly couldn't have done much better than that, so... there ya go... that's the reason for the added armor. This is most of the reason that many vets rant and rave about how much they hate these things... well... other than the fact that they need to drive them for their jobs and are uncomfortable as hell with the standard military seats... if you can even call them that.

    A lot of time they break down from being overstressed by the added weight of all that armor... this of course sucks because you never break down at base, its always after you have some serious distance down first because they just get tired and die. The original engine and drivetrain just wasn't built to take that kind of abuse and on armored Humvees... it shows.
     
  16. CharredWing

    CharredWing
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    Exactly. They called the M3 Halftracks Purple Heart Boxes, but at least those things had enough power to spare to be reliably up-armoured. In a HMMWV you're shit outta luck. The IRA could build and steal better armoured vehicles than the up-armoured HMMWVs, and that was in Ireland for fucks's sake.
     
  17. fufsgfen

    fufsgfen
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    How much will that hold? Not thinking of having this between war of tug, honest! :D

    Have you tested node couple those to trailer?

    I though about setting something like to bus, but then I came up with a way to attach tow bar to frame, which did not require any modifications to bus itself, still need to tune beams better as it is too flexy, but here comes my thought.

    As people here talk about thing being unreliable, someone obviously thought about that IRL:
    upload_2018-10-25_19-38-23.png

    Not only they put armor to darn things, they mounted gun turret up there and made sure they get somewhere by perma-installing towbar which is now a feature, not an option I guess :D

    Hmm, stanced too? :D :D
     
  18. Sithhy™

    Sithhy™
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    I have tested the hooks & how much they can hold, but as atv_123 told me, they are not set up for breaking yet, so you can pull what you want even on just one hook; the most I tried was 40 tons & the bumper deformed just slightly while the hook was all fine :D

    I have not... atleast not yet :p
     
  19. CharredWing

    CharredWing
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    Better solution: Having every HMMWV tow a Toyota Hilux that can be used as a rescue vehicle when the HMMWV inevitably breaks down.
     
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  20. atv_123

    atv_123
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    Little update so this thread doesn't get lost to the sands of time:

    I don't have much to show off from what I already had... as I have been focusing on stiffness and handling lately (that means almost no new models in game, sorry) which makes the truck much nicer to drive, but in the long run makes it look like (visually) I have done nothing. I swear I have though....

    I spent the better part of last night bumping up the B1 to use the new torsionHydro steering system and the new torsionBar beams for the sway bar that, until last night, I hadn't even made yet... so thank you devs... that was waaaayyyy easier to implement than what I had in my head to properly implement a sway bar. Result from implementing those two things? The B1 is much more manageable... still has a long way to go, but now the steering actually goes straight (shock) without any preloading of the tie rods or anything like that, and it will take corners in a much more predictable manner.

    I can probably use these new torsionBar's to siffen up the frame a bit too... don't know about that one yet... might be next on my list.

    The suspension is getting better every day. It used to just be a floppy mess, but now it is actually poised and controlled. I also seem to have fixed an issue where the front tires would completely invert themselves... not very useful when you are supposed to be balancing most of the weight of the truck on the front tires coming down a hill... the B1 still has some bounce to it as well, but I think most of that can be attributed to the tires.

    Speaking of tires, I did attempt to update them last night to a newer code set (the ones I am using now I think I created almost 2 years ago and they need to be brought up to speed). I seem to be missing something though, so if anyone has a link that they can point me to for creating custom tires for a truck... I would greatly appreciate it. With the new code I can get the rims to show up, but the tires won't, or I can get both the rim and the tire to show up together, but then they are inseparable... I want to be able to choose different rims (have multiple JBeams for different rims) while using the same tires... in my head this was pretty easy, but it is proving to be a lot more difficult than I expected.

    I think the part that I am missing is this... (this came off the wiki)
    Code:
    "pressureWheels": [
     ["name","hubGroup","group","node1:","node2:","nodeS","nodeArm:","wheelDir"],
     ["FR", "wheel_FR", "tire_FR", "axle1", "axle2", 9999,  "brakeCaliper1", -1,  {"speedo":true, "nodeCoupling:":"brakeDisc1", "torqueArm:":"diff1", "torqueCoupling:":"diff2"}],
    ],
    The tires under the common folder (where I was getting my code from to bring my tires and rims up to speed) have the first two lines... thus identifying the section type and what information the section is expecting... but the third line here... is nowhere to be seen in either the tire or the rim files... nowhere... so I am a little perplexed as to where they are getting their hubGroup from as I believe thats what helps identify the tire to the game.

    If anyone has any light they can shed on this I would be very grateful.

    I have done some more tuning on the engines and transmissions to make them act more like the real things... still some work to do though. At the moment, the 5 speed seems to like to slip dispite using the same torque converter as the 4 and 3 speed ones... so that's a thing.

    All in all, I have done a lot... but like I said... almost nothing visual. The only visual thing I have added is the sway bar... if you want to show that off later Sithhy... well... go nuts I guess... it's not that exciting to me.

    Whats next:
    Wellllll.... I really want to figure out these tires. Remember, I make everything custom, so if I can learn how to do these custom wheels, that will help me understand the file structure better and allow me to continue making crazy stuff in the future.

    After that I plan to add all the fixtures to all the different body styles (doors, roofs, lights, glass, whatever that all entails) and then move onto the interiors...

    Stay tuned!
     
    #1120 atv_123, Oct 31, 2018
    Last edited: Oct 31, 2018
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