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Advanced Vehicle Mechanics Emulation System


Topo1st

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  • 2 weeks later...
  • 2 weeks later...
  • 1 month later...
Posted

Sounds much better now, but there's still some work needed with the tachometer. Even at full RPM it sounds/seems like the car is still accelerating a fair bit.

Do you think you could emulate the way torque works? For example, most cars will have their peak torque at around 4 000 - 6 000 RPM, after that the torque will begin to drop - accelerating much slower.

Other than that it looks really promising, and will add a whole new level of immersion to MTA. Great job! :salute:

Posted
Sounds much better now, but there's still some work needed with the tachometer. Even at full RPM it sounds/seems like the car is still accelerating a fair bit.

The tachometer is fine :wink: The engine was revving at 9000rpm but I made the needle stop moving when the tacho reaches max. So, in this case it would stop at 8k :)

It was annoying when the needle kept raising over the tachometer scale 'if you know what I mean' :lol:

Posted
The tachometer is fine :wink: The engine was revving at 9000rpm but I made the needle stop moving when the tacho reaches max. So, in this case it would stop at 8k :)

It was annoying when the needle kept raising over the tachometer scale 'if you know what I mean' :lol:

If you look at around 0:29 on your video, the car keeps accelerating when it's at 8k, that's shouldn't really be happening :P What about adding a rev-limiter?

Posted

If you look at around 0:29 on your video, the car keeps accelerating when it's at 8k, that's shouldn't really be happening :P What about adding a rev-limiter?

The rev limiter, in this case, was at 9k. The tachometer wouldn't show more than 8k, so it shows 8k even though the engine was revving at 9k.

Posted

The rev limiter, in this case, was at 9k. The tachometer wouldn't show more than 8k, so it shows 8k even though the engine was revving at 9k.

Ah, that makes more sense then :P Could you make something for us muscle car enthusiasts? [-o<

Posted
Did you plan to publish this? Or is it possible to get it from you somehow? :D

It'll be used exclusively on my server I'm opening some day. :mrgreen:

Posted
Did you plan to publish this? Or is it possible to get it from you somehow? :D

It'll be used exclusively on my server I'm opening some day. :mrgreen:

Oh what a shame, I was looking forward to the release of this one.

  • 2 weeks later...
Posted
Did you plan to publish this? Or is it possible to get it from you somehow? :D

It'll be used exclusively on my server I'm opening some day. :mrgreen:

Oh what a shame, I was looking forward to the release of this one.

Not only you.. :lol:

  • 1 month later...
  • 2 months later...
Posted
Awesome !

I suggest you to use car what includes improved vehicle features, then you can also make movable steering wheel, i did.

Do you used joystick ?

Wheels turning so smooth :)

The Ferrari in the video is actually adapted to ImVehFt (I guess you already noticed that from the dashboard gauges :D). I've been messing with the steering wheel for a while but you know... somehow it's not very cooperative. I can only make it turn counter-clockwise (left) without problems :?

I actually used my DualShock 3 in the video (which really helps keeping a monster like that Ferrari under control :lol:)

I did like this:

--# Left 
bindKey("A", "down", 
    function() 
        setVehicleComponentRotation(theVeh, "Wheel", rx+1, ry, rz) 
    end) 
bindKey("A", "up", 
    function() 
        setVehicleComponentRotation(theVeh, "Wheel", rx-1, ry, rz)    
        --OR         
        resetVehicleComponentRotation(theVeh, "Wheel") 
    end) 
--# Right    
bindKey("D", "down", 
    function() 
        -- 
    end) 
bindKey("D", "up", 
    function() 
        -- 
    end) 

etc..

Fast example, there is probably easyer way

The values rx,ry,rz is too probably wrong, i know :)

This way steering wheel doesn't turn smooth

Don't work, for this, we need the handling functions, for client side.

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