• How to: Use ACF mobility components
    219 replies, posted
  • Avatar of TestECull
  • Idunno. I think it'd be pretty simple. We'd just need a new ACF part that's attached to the crankshaft just like an E2 would be, and then is linked to a normal gearbox. LUA scripts read how hard and how fast that new part is spun, then use that in place of the torque and RPM figures the ACF engine would normally output to determine how hard to turn the wheels and at what speed. Wiremod can generate consistent-ish torque and RPM numbers so it's not like lua scripts can't either. I also don't really see ACF as a flat replacement for physics engines, but more of a compliment to them. I still build them myself, matter of fact, although I will say I've stopped trying to power cars with them. But I always sucked at making engine powered cars :v:
  • Avatar of TestECull
  • As far as the gearbox is concerned it's hooked up to an ACF engine. The new part just reads the output of the physics engine it's attached to and then sends that along to the gearbox in the same manner the ACF entities currently do.
  • Avatar of One Ear Ninja
  • You're kind of slow, aren't you? You'd have to determine which axis of rotation to draw power from, at the very least. That's why I draw orientation and axis stuff into this. [editline]22nd May 2012[/editline] There are probably more reason why this would be even more of a challenge, but I'm just taking logical guesses as to what the issues would be.
  • I'm still convinced that it would prove extremely difficult to get countertorque to feed properly to the engine.
  • Avatar of TestECull
  • [QUOTE=harrycarry250;36078100]You should add some wankels and a CVT transmission. That would be pretty neat![/QUOTE] Haha, yaeh, they would be. [QUOTE=MrWhite;36049850]I'm still convinced that it would prove extremely difficult to get countertorque to feed properly to the engine.[/QUOTE] I'm not. E2s can apply torque to objects, I don't see why this new gadget couldn't do that to itself to slow down an engine and apply the load. [QUOTE=One Ear Ninja;36049481]You're kind of slow, aren't you?[/quote] Real mature. [quote] You'd have to determine which axis of rotation to draw power from, at the very least.[/quote] Not difficult at all. Someone like ZeosPantera could whip up an E2 to do this in a couple of days. It isn't that difficult. [quote] There are probably more reason why this would be even more of a challenge, but I'm just taking logical guesses as to what the issues would be.[/QUOTE] I don't think it'd be as hard as it's made out to be. It doesn't look terribly difficult to do. It just has to read the RPM and the force with which it is turned. The challenge would lie within getting enough gearboxes chained up to not explode since physics engines can be insanely torquey.
  • [QUOTE=TestECull;36095016]I'm not. E2s can apply torque to objects, I don't see why this new gadget couldn't do that to itself to slow down an engine and apply the load.[/QUOTE] Go and try for yourself in E2 to countertorque an engine to varying degrees and see how far you get. Go ahead. I've tried for months to find a viable way to do it, and it doesn't work. Once you start applying a lot of force, the E2 can't measure precisely enough to turn the force off when the engine reaches zero RPMs. It slips a little bit, and the force sends it off into a spasm. This happens on all but the weakest engines that I've tested.
  • Avatar of Leestons
  • Ever since the gearbox and engine update, i've been having nothing but problems getting my vehicles moving, especially with the new boxes :(
  • Avatar of TestECull
  • [QUOTE=MrWhite;36095216]Go and try for yourself in E2 to countertorque an engine to varying degrees and see how far you get. Go ahead. I've tried for months to find a viable way to do it, and it doesn't work. Once you start applying a lot of force, the E2 can't measure precisely enough to turn the force off when the engine reaches zero RPMs. It slips a little bit, and the force sends it off into a spasm. This happens on all but the weakest engines that I've tested.[/QUOTE] if(RPM < 25) {Countertorque = 0} if(RPM < 25) {Ignition = 0} Bam. It's not rocket science, when the RPM gets low enough you cut the ignition and countertorque. You can also do it through friction between the flywheel and the plate to which it is attached, the engine bogging down would be simulated by kicking the friction at that point up until it stalls. Or you could just weld latch the crank to the crankcase when the RPMs get low enough. It's a moot point anyway since the ACF gearboxes already bang the clutch in for you when the RPMs get low enough. You can't stall your ACF engine so it stands to reason the clutch would be disengaged on a physics engine before any of this becomes an issue as well. [QUOTE=Leestons;36098210]Ever since the gearbox and engine update, i've been having nothing but problems getting my vehicles moving, especially with the new boxes :([/QUOTE] Odd. You sure your install is working? I've only tested the 3.1l diesel four so far but I haven't noticed any issues myself.
  • I guess that could work, but Karb has been talking as though stalling the engine would be possible, so that would add a few more problems. Also, the 3.1l i4 diesel is a beast.
  • Avatar of TestECull
  • Yeah, it is. I have it in a 6100lb 4WD SUV, and it will rather nicely tow an additional 8500 pounds around. The engine could probably tow more but the vehicle just gets too tailhappy, can't control the trailer above that point. Definitely enough engine to tow around a Howitzer + Ammo. Perhaps if I make a four wheel trailer that supports and controls it's cargo instead of a two wheel one that relies on the tow vehicle for that I could find out just how strong that little thing really is?
  • Avatar of DarkMonkey
  • [QUOTE=DarkMonkey;36019830]Has the wiki for this ever been remade? What with the gmod wiki killing mod pages.[/QUOTE]
  • Avatar of Leestons
  • [QUOTE=TestECull;36161679] Odd. You sure your install is working? I've only tested the 3.1l diesel four so far but I haven't noticed any issues myself.[/QUOTE] It's installed fine as far as I'm aware, it's just me. I can use the same setups as before, engine, dual clutch transaxial and not have any problems; it's when I use the transfer cases and dif's that I get confused. I also have no sound for the turbine :(
  • [QUOTE=TestECull;36166184]Yeah, it is. I have it in a 6100lb 4WD SUV, and it will rather nicely tow an additional 8500 pounds around. The engine could probably tow more but the vehicle just gets too tailhappy, can't control the trailer above that point. Definitely enough engine to tow around a Howitzer + Ammo. Perhaps if I make a four wheel trailer that supports and controls it's cargo instead of a two wheel one that relies on the tow vehicle for that I could find out just how strong that little thing really is?[/QUOTE] That would be quite awesome; I await your results. I hate going on to servers with ACF, only to find that everyone is using 9l V8s in their vehicles and complaining that they can't get any power. Damnit, people, use the fucking clutch once in a while! So frustrating. [editline]2nd June 2012[/editline] [QUOTE=Leestons;36167730]It's installed fine as far as I'm aware, it's just me. I can use the same setups as before, engine, dual clutch transaxial and not have any problems; it's when I use the transfer cases and dif's that I get confused. I also have no sound for the turbine :([/QUOTE] As far as the turbine sound, the sound clips are there if you want to implement them yourself, but I think for now they aren't being used for some reason.
  • Avatar of TestECull
  • [QUOTE=MrWhite;36167751] I hate going on to servers with ACF, only to find that everyone is using 9l V8s in their vehicles and complaining that they can't get any power. Damnit, people, use the fucking clutch once in a while! So frustrating.[/QUOTE] Actually, it's funny you mention this. On the GME Build servers I noticed the engines are maybe 40% as powerful as they are in single player and the dedi my GF set up. I took a truck I built there, which needed two 11L Radials totalling 1100nm torque to move at all, and found a 4.8L I6 was still more than the rear wheels could handle on the private server. It's odd. I've also got a dozer I built that has a 15000 pound push capacity. On the private/in SP a 19l diesel V8 is ample, and the limiter is traction. On GME Build I need the big V12 diesel to match that rating, and the clutch is required to get it moving. And on GME Build any engine below 400nm is completely useless, whereas on the private dedi and in SP I've built vehicles that were able to use the 1.0L. Idunno what the difference is, but some servers seem to weaken the engines and others don't. It doesn't bother me too much though, I spend all my time on the private server these days. But it is odd.
  • I've noticed the same thing, actually, though I've still had no problem deploying even the 1.5l successfully. I really hope ACF doesn't turn into a customized addon that's different on each server; that'd just muck things up.
  • Avatar of Amplar
  • [QUOTE=MrWhite;36095216]Go and try for yourself in E2 to countertorque an engine to varying degrees and see how far you get. Go ahead. I've tried for months to find a viable way to do it, and it doesn't work. Once you start applying a lot of force, the E2 can't measure precisely enough to turn the force off when the engine reaches zero RPMs. It slips a little bit, and the force sends it off into a spasm. This happens on all but the weakest engines that I've tested.[/QUOTE] lua isn't really any better at it. ACF sucks at doing that as well. [editline]3rd June 2012[/editline] [QUOTE=Leestons;36098210]Ever since the gearbox and engine update, i've been having nothing but problems getting my vehicles moving, especially with the new boxes :([/QUOTE] I know. acf needs to be made stable again, and kaf has lost interest. we're trying to find new coders, but it's tough. tgifallen has offered his services but i haven't really asked him to do anything yet. the major problem is reverse ratios through gearboxes. they're fucked up.
  • Avatar of Slixor
  • Anyone know a good LAG FREE server with ACF on it? And which also has a decent player base (4-5 players online would be nice)
  • GME is decent if you can catch it at a time when 12-year-olds with $5 mics aren't swarming the place.
  • Avatar of Slixor
  • [QUOTE=MrWhite;36178555]GME is decent if you can catch it at a time when 12-year-olds with $5 mics aren't swarming the place.[/QUOTE] IP/Website? EDIT: Found it :) 184.75.243.111
  • Avatar of TestECull
  • [QUOTE=MrWhite;36175386]I've noticed the same thing, actually, though I've still had no problem deploying even the 1.5l successfully. I really hope ACF doesn't turn into a customized addon that's different on each server; that'd just muck things up.[/QUOTE] Glad I'm not the only one noticing that. Yeah, GME build makes them REALLY weak for some odd reason. Maybe my cars are just too heavy. The smallest working one I've ever built weighs in at about 1250 pounds or so. Chassis at 500, hub plates at 125, wheels at 125, 3.0L I6 diesel and small 4-speed gearbox in the back, jeepseat, and a bunch of 1-weight body parts. Maybe they modify the lua scripts to make it more difficult perhaps?
  • Avatar of Slixor
  • Are there any wiki's or tutorial videos for making your first car? I always seem to struggle to get it going over 10mph and actually turning. Also I can never get any power when going up hills, my wheels just spin and I fall down. I am using the tractor wheels so surely I should get traction?
  • Avatar of TestECull
  • [QUOTE=Slixor;36185224]Are there any wiki's or tutorial videos for making your first car? I always seem to struggle to get it going over 10mph and actually turning. Also I can never get any power when going up hills, my wheels just spin and I fall down. I am using the tractor wheels so surely I should get traction?[/QUOTE] On traction, I've found 4WD works pretty well. I do it through a ballsocket between same side front and rear tires, settings -45 and 45 with free movement checked. Lets the wheels steer the car but also transmits power to them.
  • Avatar of your_teacher
  • [QUOTE=Slixor;36185224]Are there any wiki's or tutorial videos for making your first car? I always seem to struggle to get it going over 10mph and actually turning. Also I can never get any power when going up hills, my wheels just spin and I fall down. I am using the tractor wheels so surely I should get traction?[/QUOTE] If you don't have LUA wheels, I do suggest you get them. Go to the "Post your current WIP"-thread and get the MakeSpherical tool. ([URL]http://www.facepunch.com/showthread.php?t=1160473[/URL] ) Use it in combination with the "physprop_material jalopytire" (or jeeptire). Will get you shtloads of more grip/traction. Also, that thread contains some pretty nice tutorials in the first post when it comes to making cars etc..
  • Avatar of Floppy
  • damn you and that last picture. my brother accused me of watching porn -_-
  • Avatar of Leestons
  • Any reason why my vehicles no longer go in a straight line? They were fine before, i presume the update? I thought it was just the new ones I were building but I used an adv dupe of one i knew that worked and had the same problem. Whenever I give it any amount of power it seems to pull to one side.