@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.
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.
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.
@jamesPLANESii I haven't done those up till now, deeming them less worth the effort due to the fact you don't see them. I can relate to difficulty in finding reference pictures for certain things though. At some point during the conceptual stage I considered doing a functional interior (ala the bridge and maybe command and control room) for my Boston, but I scrapped that upon finding an absolute lack of any useful pictures.
@LotusCarsSub Ah yes that, that should be useful for the future! Far more accurate to the actual motion of the car and without the snags. Thanks! Thinking at some point I'll finally make that R32.
@Atoka220 I should have tested buoyancy better and tried to make the torpedoes independently neutrally buoyant, that might have helped prevent issues such as that. I've learned better since this build though.
Never mind I figured it out! just put 'collider' as a variable (Left side) and pick either Auto, Basic, ConvexMesh, or NonConvexMesh for the input (right side)
I've seen something akin to this on a plane build (I think it was by RandomUsername when they were on) which mounted the cockpit on some pistons and rotators and basically whisked it around all over the place, making it hard for a missile to track.
That AI aircraft glitch was so annoying when I was trying to test the Terriers on by Boston, now I've finally been able to test them in full! Also spawning aircraft in a boat will no longer be annoying, thanks for that too!
@BoganBoganTheKid You could, the hull is essentially a baltimore class cruiser hull I made for a project I’m working on. It’s got some nasty shadow glitches in the front so I have gone for a different method. Still, this method might be of some use to some peeps!
@Chancey21 I don't think that's necessary. There's no joystick part because you'll be supposed to build the joystick yourself, where it will be moved by the control base.
@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.
@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!
@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.
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!
The mod is now working for me! Although the surface of the water appears to be of a much lighter hue than before.
@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.
You could probably use a multitude of circular fuselage segments connected end to end with some cutting to shape it
@bjac0 Great, while the Mods are handing out strikes that stupid spammer is after the forums again.
@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!
Thank heavens, the spam is gone.
Jesus Christ what the heck was that!?
@jamesPLANESii I haven't done those up till now, deeming them less worth the effort due to the fact you don't see them. I can relate to difficulty in finding reference pictures for certain things though. At some point during the conceptual stage I considered doing a functional interior (ala the bridge and maybe command and control room) for my Boston, but I scrapped that upon finding an absolute lack of any useful pictures.
This is such a neat new style of guided missile!
@LotusCarsSub Ah yes that, that should be useful for the future! Far more accurate to the actual motion of the car and without the snags. Thanks! Thinking at some point I'll finally make that R32.
@ImRussia Already did, check my build index.
@CommanderKeegan I'm sorry lol
@Atoka220 I should have tested buoyancy better and tried to make the torpedoes independently neutrally buoyant, that might have helped prevent issues such as that. I've learned better since this build though.
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@BaconAircraft Wait really? That could pose some interesting ideas! I already have a couple!
Thanks for fixing that bug with the props! The props on my Boston are no longer white.
Also everything else is great too!
Having gone quite far into a ship build making a cruiser with curves that would be impossible before I say this: Ship Builders Rejoice!
Never mind I figured it out! just put 'collider' as a variable (Left side) and pick either Auto, Basic, ConvexMesh, or NonConvexMesh for the input (right side)
I've seen something akin to this on a plane build (I think it was by RandomUsername when they were on) which mounted the cockpit on some pistons and rotators and basically whisked it around all over the place, making it hard for a missile to track.
That AI aircraft glitch was so annoying when I was trying to test the Terriers on by Boston, now I've finally been able to test them in full! Also spawning aircraft in a boat will no longer be annoying, thanks for that too!
@BoganBoganTheKid You could, the hull is essentially a baltimore class cruiser hull I made for a project I’m working on. It’s got some nasty shadow glitches in the front so I have gone for a different method. Still, this method might be of some use to some peeps!
This is gonna need an update for 1.11, since in the Beta it causes the ocean to disappear.
Cool to hear this has done so well, nice!
@Chancey21 I don't think that's necessary. There's no joystick part because you'll be supposed to build the joystick yourself, where it will be moved by the control base.
@Highbraker It seems this part will be more than capable of serving that purpose with the right settings.
I like how Nintendo hasn't screamed for this map to be taken down, yet Honda has went Copy-reee-t on people making replicas of Honda Cars.