WIP 1990 Lotus Carlton Twin Turbo (Almost to Beta!)

Discussion in 'Content Creation' started by Ky, Dec 15, 2013.

  1. GregBlast

    GregBlast
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    Re: 1990 Lotus Carlton Twin Turbo (First Good Alpha Release)

    Works great already. Nice work !

    Just a little thing I noticed. Two wheels are black and two are grey. Is that intended ? Or could two be flipped ? The front right and rear left are grey. The others are black.
    BeamNG 2013-12-29 15-59-24-65.png


    Otherwise it now loads fine in my editor. Here's a pic with with all parts nodes and beams:
    Carlton3D.png
     
  2. RedBolide

    RedBolide
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    Re: 1990 Lotus Carlton Twin Turbo (First Good Alpha Release)

    Nice job! It looks a lot better with textures. You're making great progress, so keep going!
     
  3. Ky

    Ky
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    Re: 1990 Lotus Carlton Twin Turbo (First Good Alpha Release)

    Awesome! I really look forward to using it!

    As for the wheels, it doesn't look that way on my pc, and I have no idea how that could be in from the .blend, unless the normals are the wrong way for the inside of the rims...
    That's weird though, but lots of weird things happen! Try redownloading and reinstalling, I guess. Or restarting the game. Sometimes little glitches happen with things like this.
     
  4. Kamil_

    Kamil_
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    Re: 1990 Lotus Carlton Twin Turbo (First Good Alpha Release)

    I'm almost certain that's a normals problem. In Torque3D you dont have invisible one-way faces but you get funky black shading like in the picture. It could be different on your pc, for whatever reason.
    You can check by going into the materials editor -> advanced (all layers) and checking/unchecking double sided, see what that does.

    Just checked, it is infact the normals, and there is more: eg the mirrors. :)
     
  5. SHOme1289

    SHOme1289
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    Re: 1990 Lotus Carlton Twin Turbo (First Good Alpha Release)

    eruhuhuwwwwhaattt? that sentence burnt out my brain's CPU.
    Otherwise awesome progress, cant wait to see this car near completion. This is truly one of those cars that is so bad ass and "exotic" in certain ways. Totally dig this, I've been keeping an eye on it and am excited to see it coming along. Keep it up bud! Doing great

    - - - Updated - - -
     
  6. Ky

    Ky
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    Drifting Update

    HeyO!

    I've been working on the car in what free time I have now. Things got busy fast, but anyways...

    This update is targeted towards the drifting aspects of the car.

    I've stiffened the suspension, strengthened the wheels, and fixed the limited slip diff, however I still can't figure out why the front brakes aren't working. Oh well.

    I don't know how well it's tuned up but I could hold it about 400 ft before spinning or hitting something :3
    But I've also never drifted in this game with an lsd before...

    Anyways, enough failure to show off...

    To you BNGD drifters out there, let me know what the lsd should be set to.
    I've just discovered how the code works, so I'll explain how to adjust it if you aren't sure.

    Open your BNGD directory; the file you're looking for should at: program files (x86)\BeamNG.drive\vehicles\carlton\fullsize_suspension_R.jbeam
    1. open the .jbeam file (use notepad or any other text editor like notepad++)
    2. scroll all the way to the bottom
    3. look for these lines from the bottom up:

    "differentials": [
    ["wheelName1", "wheelName2", "type", "state", "closedTorque", "engineTorqueCoef"],
    ["RL","RR", "lsd", "closed", 350, 1]

    I've bolded '350' because it's the adjustment for the differential.

    4. Try adjusting it by replacing it with 500. Save it and press Ctrl+R in the game.
    5. Test it out. You should be able to feel it lock up and break out more easily when you stomp the gas.

    Notes:
    The higher you raise it, the more quickly the diff will lock up (sliding the rear out)
    Let me know what setting works for you!
    Remember that 350 was a basic default value I've given it. It's not very precise, but I can see it locking when I want it to lock. That's what's important for now.

    Again, check main post attachments for new download zip.
     
  7. gabester

    gabester
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    Re: Drifting Update

    Actually, the current LSD simulation is more of a simple viscous clutch. We don't simulate lockup yet. The higher the LSD torque, the "sludgier" it is - there's more resistance to the two wheels spinning at different speeds. Give it a crazy high value like 10000 and you've effectively got a locked/welded diff.
     
  8. Ky

    Ky
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    Re: Drifting Update

    Ah, I was wondering how it was simulated, because I notice there is no debug boolean for lockup...

    I entirely understand though, I've tried to make differentials before and the physics code is a headache- even for an approximate algorithm.
     
  9. gabester

    gabester
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    Re: Drifting Update

    We had torque converter lockup implemented a while before release, but it was removed because we couldn't get it to work well or stable. That's what the "lockingTorqueLimit" value was for (it does nothing right now). We will probably revisit this when we code the more realistic automatic transmission (manual automatic gears).
     
  10. Ky

    Ky
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    Re: Drifting Update

    Great! I'm looking forward to it!

    If you could, you might want to add a way to animate a stick shifter, like in the Boldie.

    Maybe there could be different bases of h-pattern types (like 1-4,r and 1-5,r) and then just modifiers to edit how much x and y movement there is for how the model moves or deforms or whatever.
    That could be an easy addition for more realism.

    Oh! and while I'm talking to you, I have 2 questions about problems with my mods.

    1. Why do some mesh objects (like the ones I'm hiding for now) not align to flex-body group vectors? They just float around with the center of the model of the car... Sometimes copying the verticies into a new blank object can fix the problem, but some of my meshes cannot be fixed by this. I' thinking it has to do with xy scaling (mirroring).

    2. The front brakes in the carlton's suspension don't work. It seems that they just grab from the wheel to the wheel, or from suspension hub to arm or something like that. Looking at the debug screens shows me that the input signals are processed correctly, and that the force is being applied somewhere around the area where I need it to be, but I don't know what the problem with the hubwheels is. I've made sure that I have all nodes and beams in order, so I want to be able to fix it. The wheels were particularly weak after porting form the grand marshall's suspension, if that helps at all... I've stiffened up the bearing jbeams and their breakgroups etc. to help with this problem.

    Thanks!
    -Ky
     
    #50 Ky, Jan 5, 2014
    Last edited: Jan 5, 2014
  11. Christina!

    Christina!
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    Re: 1990 Lotus Carlton Twin Turbo (Drifting Update!)

    I love driving this, the only thing I see which might need a little tweaking is the wheel is a little small, and maybe the wrong angle. But It's fun to drive :D Nice to finally sit on the right side of the car :p
     
  12. gabester

    gabester
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    Re: Drifting Update

    Yes, animating stick shifters is not possible yet, because we cannot use two animation sources (or animate on two axes separately). It is a planned feature.

    1. You need to set the origin of every flexbody mesh to 0,0,0 and reset/freeze the transforms.

    2. Is there brakeTorque being defined properly before the wheels? The order in which the parts load is important (their order in the slots section)
     
  13. Ryan071299

    Ryan071299
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    Re: 1990 Lotus Carlton Twin Turbo (Drifting Update!)

    This is one of the best mods i have ever seen and driven in this game Finish the interior and all the textures and this car would be just amazing
     
  14. Zero

    Zero
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    Re: 1990 Lotus Carlton Twin Turbo (Drifting Update!)

    Isn't this a Opel Omega/Vectra?
     
  15. Mitki4a

    Mitki4a
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    Re: 1990 Lotus Carlton Twin Turbo (Drifting Update!)

    Yes but a tuned one called Lotus Carlton.
     
  16. Christina!

    Christina!
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    Re: 1990 Lotus Carlton Twin Turbo (Drifting Update!)

    Yeah the Opel version was known as the Omega A, the British version was the Vauxhall Carlton. The Vectra was the smaller car.
     
  17. Ky

    Ky
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    Re: Drifting Update

    The code is like this on the front suspension.
    ["fullsize_brake_F","fullsize_brake_F", "Gavril Grand Marshal Front Brakes"],
    ["fullsize_wheel_F","fullsize_wheel_F", "Gavril Grand Marshal Front Wheels"],

    I've tried moving the wheels to the end, but that didn't help. It just crashed the game.

    HAHA I've fixed the meshes. Apparently -0 xyz scale creates an error ._. Maybe you can fix this?
    EDIT: No I didn't. The Rear shocks and top arms are still not syncing to the jbeam groups... I'm sure everything is zeroed
     
    #57 Ky, Jan 6, 2014
    Last edited: Jan 6, 2014
  18. gabester

    gabester
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    Re: Drifting Update

    Does the brake part itself have a hubWheels section giving brake torque to the front wheels?
     
  19. RobertGracie

    RobertGracie
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    Re: 1990 Lotus Carlton Twin Turbo (Drifting Update!)

    I have to say it really does handle well for a still in alpha development car, Interior needs the Vauxhall Omega Dials with I believe a few extra turbo gauges on it and its a really nice and easy to drive car, the steering is really smooth although it pulls to the left...but you can compensate for that
     
  20. Ky

    Ky
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    Re: Drifting Update

    yes.
    "fullsize_brake_F": {
    ....

    "hubWheels": [
    ["name","group","node1:","node2:","nodeS","nodeArm:","wheelDir"],
    //brakes
    {"enableABS":true}
    {"ABSthreshold":7}
    {"brakeTorque":3000},
    {"parkingTorque":0},
    ],
    "engine": {
    "ABSrate":12
    ....



    I've traced it back to the transfer from the grand marshal, but I don't know why this is happening. Every node and jbeam should be there that is in the fullsize's jbeam.
    Steps:
    I move the edited version to an archive, then copy in the grand marshal's front suspension .jbeam
    Then I move the nodes to where they should be on the carlton.
    Reload in-game, and the brakes still don't work (the suspension is floppy, too, but I fixed that for the most part.)

    Edit:
    AH! Fixed the meshes. The problem was that there were bad groups in the mix, From the rear suspension, I had a couple hatch_arm groups messing things up. They're gone and all meshes display correctly now!
     
    #60 Ky, Jan 6, 2014
    Last edited: Jan 6, 2014
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