@LotusCarsSub Given this thing only uses two buttons to operate it funny enough resembles that quite well actually. This is designed to offer a video game kind of experience, ala when you turn off shift assist in a racing game.
I've found what the glitch (which actually still occurrs) seems to be doing. Turns out the ocean isn't actually gone, it just won't render if you spawn on land. But when you go into the water it renders a short distance around your build. It works without a hitch when spawning on water.
@Sm10684 Go to the discord list and join Funky Trees lab, the peeps there are quite helpful! They are busy sometimes so best be patient, but people know their stuff there, Snowflakes is there too!
@Sm10684 Aaaah, I see. Well I wish you luck, this uses lots of FT that I had to derive from old codes I got from Edensk alongside new codes from the FT lab.
@PapaKernels That would have to be tested by someone with access to the beta and later the final release of SPVR, as I do not have a headset. That said, if I do make it VR compatible it will likely be a seperate version made to accommodate it since having only two hands to control is not conducive to proper control of a car even without a transmission to manually operate.
@PapaKernels Good question, thus far I haven't found any ways. The Control base from what I've tried is too limited in what inputs it can receive. For what this does controls for 'next weapon' and 'previous weapon' would need to be available to put into buttons if not a lever, if not controls for selecting individual weapons.
For those that haven't seen them, these are the previous iterations of the Manual Transmission concept.
.
- The Type 1 manual Transmission is This build.. It utilized different engines, pistons, and wheels activated by various states of VTOL. While it created a nice mechanical feel it had its issues. VTOL shifting is fun though only practical when using WASD to drive and Mouse to operate it (or for mobile). It was also very part count intensive requiring an Engine, Piston, and wheel per gear. It also interfered with the rear suspension and couldn't really work well with a suspension of its own.
.
- The Type 2 was developed with Edensk's help, and first used on my Z31. It essentially used Ground Speed as a psuedo-powerband. It cut out the extra parts used on the type 1, but had its own limitations. Even with pitch used it lacked proper precise throttle control and could not have the effect of raising rpm when shifting down. An accurate tachometer also required an entirely seperate code to be used and modified via trial and error.
.
Via utilizing a much better approximation of an engine powerband, this build comes many steps closer to replicating actual transmission operation than the previous two!
@Planedude69 It involves the new cutting feature, creating a fuselage block with circular upper corners and hard lower corners, cutting away the side and bottom, gives you a concave curved piece to work with. From there it's a matter of adjusting width, height, rise, run, and even doing some cutting to get it to the shape you need it.
Awesome to see more people discovering this feature! Ship builds are gonna look quite good, and we're probably gonna see more battleships now that the bows can be done right.
This looks cool! has a bit of a Kirov look to it. I think you can do the bow a bit better though courtesy of the new fuselage cutting features. Check out my latest build, USS Boston, it features a great new trick for making bow curves!
These kinds of engines are what I use to power my Submarines. The reasoning for this happening is because underwater air physics apply, just with a lot more drag. Going underwater disables engines, but not rotators, so that's why these engines work. Funny way to discover this.
The potential hassle of testing VR controls was a concern of mine for people who would play this in VR. If switching to VR is this easy though then that’ll definitely help those who have headsets! I hope you know the floodgates you’re opening by offering to test builds though, lol.
You can make them act like rockets via editing ‘max’ in the inputcontroller in overload. With a high engine power and max set below 1 you can get a quick accelerating engine. For a slow accelerating engine, you can decrease engine power and raise max. Do note that changing max will affect fuel consumption accordingly.
Although some Chinese users may be angry, they should consider that alongside the build seen here, This is also allowed with the comments removed only after it got politically heated. So they shouldn't quite feel like the Mods are against them.
@SheriffHackdogMCPE The basic body is just under 500 parts, and that's without the chassis. I should be able to stay under 550-600 once the chassis is added. The final fully detailed one will most likely pass 1000. But the parts are de-dragged so it should reduce the potential lag.
@DerVito True, in general buoyancy systems that use arrays of smaller floats inside the hull don't tend to work well with that mod.
@EternalDarkness @DerVito To be fair this is a river boat. I imagine they realistically don't handle rough ocean seas well.
Beautiful show of skill in using fuselage cutting, and a fun boat to take to the waves!
+1@Cheems I'm aware of them, they're very much a shorter, diesel electric powered version of this, at least visually.
@LotusCarsSub I never agreed to doing that, when I said I’d help I meant I’d provide tips and feedback.
@Sm10684 In theory yea. Which can be remedied by the typical methods of de-dragging and part efficiency.
I suspect it's an estimation of how much the build will affect your framerate based on things like part count, drag, and possibly size.
@DanDaFreakinMan Switch to Air to Ground mode to switch to reverse, my bad on missing that in the directions.
These are Drug Upvotes.
+4This is why I am only on three servers, and don't join any others.
Reeeeead, people! Only through that can you find the key to tags.
@LotusCarsSub Given this thing only uses two buttons to operate it funny enough resembles that quite well actually. This is designed to offer a video game kind of experience, ala when you turn off shift assist in a racing game.
@Mainthedevil Go ahead, I got it from EternalDarkness a while ago
I've found what the glitch (which actually still occurrs) seems to be doing. Turns out the ocean isn't actually gone, it just won't render if you spawn on land. But when you go into the water it renders a short distance around your build. It works without a hitch when spawning on water.
@Juanfly154 Knowing the awesome cars you make I'd be honored! :D
@Sm10684 Go to the discord list and join Funky Trees lab, the peeps there are quite helpful! They are busy sometimes so best be patient, but people know their stuff there, Snowflakes is there too!
@Sm10684 Aaaah, I see. Well I wish you luck, this uses lots of FT that I had to derive from old codes I got from Edensk alongside new codes from the FT lab.
@Sm10684 Oh you were too? Cool! What's your method to the stick shift?
@PapaKernels In theory yea.
@PapaKernels That would have to be tested by someone with access to the beta and later the final release of SPVR, as I do not have a headset. That said, if I do make it VR compatible it will likely be a seperate version made to accommodate it since having only two hands to control is not conducive to proper control of a car even without a transmission to manually operate.
@PapaKernels Good question, thus far I haven't found any ways. The Control base from what I've tried is too limited in what inputs it can receive. For what this does controls for 'next weapon' and 'previous weapon' would need to be available to put into buttons if not a lever, if not controls for selecting individual weapons.
+1@MrShenanigans It is yea, Gestour's ocean mod.
@MrShenanigans Pfft yea it was, didn't noticed it there lol.
For those that haven't seen them, these are the previous iterations of the Manual Transmission concept.
.
- The Type 1 manual Transmission is This build.. It utilized different engines, pistons, and wheels activated by various states of VTOL. While it created a nice mechanical feel it had its issues. VTOL shifting is fun though only practical when using WASD to drive and Mouse to operate it (or for mobile). It was also very part count intensive requiring an Engine, Piston, and wheel per gear. It also interfered with the rear suspension and couldn't really work well with a suspension of its own.
.
- The Type 2 was developed with Edensk's help, and first used on my Z31. It essentially used Ground Speed as a psuedo-powerband. It cut out the extra parts used on the type 1, but had its own limitations. Even with pitch used it lacked proper precise throttle control and could not have the effect of raising rpm when shifting down. An accurate tachometer also required an entirely seperate code to be used and modified via trial and error.
.
Via utilizing a much better approximation of an engine powerband, this build comes many steps closer to replicating actual transmission operation than the previous two!
So it's not just me!
+1@Niyyo Just make flat fuselage segments at the top, and align them with the edges of the top of the ship. It's pretty easy really.
@Planedude69 It involves the new cutting feature, creating a fuselage block with circular upper corners and hard lower corners, cutting away the side and bottom, gives you a concave curved piece to work with. From there it's a matter of adjusting width, height, rise, run, and even doing some cutting to get it to the shape you need it.
Dunno what exactly those are at this building stage but I'm liking how the first is looking.
Awesome to see more people discovering this feature! Ship builds are gonna look quite good, and we're probably gonna see more battleships now that the bows can be done right.
+1This looks cool! has a bit of a Kirov look to it. I think you can do the bow a bit better though courtesy of the new fuselage cutting features. Check out my latest build, USS Boston, it features a great new trick for making bow curves!
The mod is now working for me! Although the surface of the water appears to be of a much lighter hue than before.
It's easy to tell you've flown VTOL in this game for quite a while lol. You just maneuver around at low altitude like it's nothing!
+2@Bismarcksurvivor100 Another potato user.
Looks like someone has figured out bow flare, and for the kind of hull that needs it most, beautiful!
These kinds of engines are what I use to power my Submarines. The reasoning for this happening is because underwater air physics apply, just with a lot more drag. Going underwater disables engines, but not rotators, so that's why these engines work. Funny way to discover this.
The potential hassle of testing VR controls was a concern of mine for people who would play this in VR. If switching to VR is this easy though then that’ll definitely help those who have headsets! I hope you know the floodgates you’re opening by offering to test builds though, lol.
Think at some point you could make a more detailed guide to building these? Might come in handy for an upcoming car I have in mind.
Overload, turn it on in mods, select parts in the builder and open it up. Set 'DragScale' to 0, you can also turn 'CalculateDrag' to False.
@Mainthedevil I’ve seen it, and I am impressed
You can make them act like rockets via editing ‘max’ in the inputcontroller in overload. With a high engine power and max set below 1 you can get a quick accelerating engine. For a slow accelerating engine, you can decrease engine power and raise max. Do note that changing max will affect fuel consumption accordingly.
Although some Chinese users may be angry, they should consider that alongside the build seen here, This is also allowed with the comments removed only after it got politically heated. So they shouldn't quite feel like the Mods are against them.
+2Thank you! Glad you could fix that.
+1You could probably use a multitude of circular fuselage segments connected end to end with some cutting to shape it
@bjac0 I think the mods are gonna have a LOT of people to strike
+1@SheriffHackdogMCPE The basic body is just under 500 parts, and that's without the chassis. I should be able to stay under 550-600 once the chassis is added. The final fully detailed one will most likely pass 1000. But the parts are de-dragged so it should reduce the potential lag.
+1@bjac0 Great, while the Mods are handing out strikes that stupid spammer is after the forums again.
If they can't IP ban then white users are gonna end up with comment restrictions
+1@Vincent Okay you're gonna have to put in some comment restrictions to white users.
You'll get used to things, as a bonus you can have mods now!
@Gestour Awesome!
+1