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Discussion in 'General Discussion' started by LT. Smell My, Aug 5, 2013.
New vr city, I presume?
That's called a Blender OpenGL render.
fancy render of some terrain i may get into the game at some point if i have nothing to do
I improved the "Windsor" V8 sound that I was working on earlier
I added separate off load and on load sound so it sounds different. I might have to tweak their volumes and blending. What do you think? Is it an improvement? Ignore the clipping on right channel. IDK why the new one clips when recorded.
Take a look at it with AUDACITY to see if you have clipping, might be able to straighten out clipping by hand or with one of the clipping remover tools. That program is awesome for that stuff, worked with it for 10+ years and in audio production as a hobby for over 20 years.
Clipping can also be caused by your motherboard audio recording volume up too loud - past 2/3rds recording volume it will clip. Motherboard audio = poo for recording.
Clipping on recording like that doesn't mean you have audio that's bad, it can just be the recording volume peaking like that.
Winter Blunderland is coming back to beamng.drive with an improved Mammoth Valley!
Featuring MORE roads (would like to double road mileage) and variable-traction on the road surface, no more 100% asphalt. It will be somewhat randomized.
@bob.blunderton Hey, thanks for the feedback. I've been using Audacity as well to work on the sound. I'm nowhere good at it but I find it very useful to do quick manipulation. My audio samples are initially stereo samples that I have to convert to mono so it works with BeamNG's 3D sound. When I convert the them to mono, the resulting audio sometimes lower the volume itself so it won't clip because of Audacity's auto clipping prevention. It made the audio files that I'm working is not constant in volume increase graduation. Sometimes I may get lower RPM samples that is louder than upper RPM so that when I put it in BeamNG, lower revs are louder than higher revs and it made the engine sounding unnatural. It should be louder as it revs higher. I amplify them so that it clips but sounds more natural.
But back to the topic regarding the clipping, when I play the game, the audio is not clipping even at high volume. But when I record my gameplay using Nvidia Shadowplay, it produces weird clipping sound at right channel.
Do you think that you will make a medium sized maps someday? Probably WC USA/Utah sized map ? I love your maps and really appreciate the effort that you put into your maps!
Inappropriate engine swaps:
[axle tramp intensifies]
Will the mammoth valley has more buildings and towns? Also the danger slippery road would be nice! ( actually I found the slippery road but it's short lol)
A challenger appears:
Oh mama, that butt knows how to shake!
D-Series could use little less torsional rigidity I guess? Another bit is that it is bit difficult to get tires to skip with new tire physics, older physics had tire skipping quite perfect, now that bite of tire when load is suddenly increased is missing. I did try to manipulate that quite long time ago, but did not get much of any results, might try again some day.
Anyway as a whole BeamNG handles physics aspect beautifully.
Unsure if it's the chassis or suspension setup that makes the D-series stiff. Might have to compare current files vs old files whether devs change the tire jbeam itself or it's coded in the game/lua files but I do feel like the tires aren't as wild as it used to be.
I think it was 0.9 update that changed tires, there was some notes in release notes about how tires were changed. One of the changes was tire load decreases grip, if I recall correctly, I think that is what makes tires bit forgiving, but I think there was some parameters related to that in tires, quite long time since looked into those last time, but surely there are changes in code too, it was quite a big update to tire physics.
However I'm not too disappointed to change, because now T-series is not tipping over so easily, that helps with drifting camper T-series development.
After around 5 days texturing it from scratch. Probably put into Beam some day if I get some time ... But for now I'm pretty happy with the model.
I like to see how you have learned so much!
Hopefully some day can drive that thing in BeamNG, it is real beauty!
You could adapt your scirocco Jbeam maybe? Many things are different obviously like the drivetrain but at least in dimension they should be similar. Good job btw
Damn that thing is beautiful. Keep it up!
I wouldnt mind helping you with the jbeam if you need help.
nah jbeam that thing from scratch
Id do it, worth it anyways, that thing is a beauty and id love to see one properly built in beamng.
Awesome, looks great.
Meanwhile, I made some wheels for @Blijo his procar mod.
sizes: 17"x9" and 17"x13"
Thanks. I'll defenetly come back to your offer if I should start with the mod. It's one of my favourite cars and I think it would deserve a scratch made jbeam and I always wanted to learn how to make scratch jbeams , maybe with suspension and other parts from the 200bx or so.
AI avoiding an obstacle in road on Mammoth Valley 2.0
Because some one complained about it on the original by Ouerbacker. Bob listens!