Based on my experience I think it happens when you scale up some dimensions of a part while having those dimensions be small. So try not to have a part scaled up unless you need them scaled (to pass the 10 limit in part sizes.
@FujiwaraAutoShop Keep in mind a big cause for lag is a high amount of drag calculations coming from a high amount of parts, which are absent here. I would suggest trying to download, you might run it just fine.
@DeltaBravoSix Taking fuselage parts and fitting them together like a 3D puzzle.
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Think of it this way, normally to make a cube you simply shape 1 Fuselage block into that shape. Paneling would be making that cube out of multiple thinly shaped square fuselage parts. Paneling is handy for more sophisticated body shapes that don't quite fit the normal shape limitations of fuselage blocks.
Not bad! You managed to implement the functions pretty well, although the pitch function isn't quite right I understand why. Should probably add this to my guide but you want to use a wing of the same dimensions for all control surfaces except for a wider width for the frontal planes. This is what gives my subs their responsive and functional pitch. The Weapons are implemented well too, the torpedoes launch as well as they have in my tests. Cool to see someone take a serious crack at a full on submarine the way I make them!
@DeltaBravoSix No, I especially don’t do things for people. Learn to build it yourself or look for a premade hull. Doing things for people just because they “can’t” (are unwilling to learn and just wanna make someone else do the effort) is something I’ve learned the hard way to not do.
@SmSmThe10684 The shifting stick is also a very nice detail. Mind if I use the mechanism with my upcoming Iron Mask Skyline? It’d be a perfect visual pairing with my inclusion of a working transmission, and I would credit your fine work on it in the final post.
@An2k I actually tried doing this with one engine and different tractions, it didn't work so well. I have recently learned that the grip of a tire can be adjusted via the extremum and asymptope values in overload however so in theory they might make that work.
@An2k I see the problem, start in first gear, that puts you up to speed fastest, then shift gears as you gain speed to reach further speed. The high gears are intentionally slow in acceleration in order to somewhat exaggerate and better show the differences in gears.
This is easily the most stable and grippy car I've ever downloaded and driven, never oversteers and can seemingly only ever slide when it hits a bump. Quite friendly to keyboard controls too, never turns too quick and throws itself off.
Have you tried setting the track parts to "partCollisionResponse = none"? This makes parts immune to physical impact damage and destruction and might help improve these!
The mod was a monumental achievement in being able to function as it is. So a fully fleshed out official version would likely need the game itself to be reworked.
@Chrisk1993 That’s great to hear! Just keep at it, my first car was pretty mediocre after all (and I mean the old “interceptor” I made). Practice makes perfect, and you can get far so long as you practice and persist. Also using blueprints for replicas is helpful too lol.
@AdmiralWheatman Don’t ask me repeatedly please, I don’t do requests. You can suggest ideas, but I won’t be obligated to make something just because someone asks.
@Leviatham The silo launched missile function as a deployable aircraft which can be steered. It uses a modified winch to keep it attached so that it can use its Cannon to shoot at targets.
.
The torpedo tube launched weaponry used rockets as a base weapon, alongside winches and cannons for their own weapon systems.
The custom engine sound is pretty neat! I can't seem to find how you manage it though nor could I find what you replaced the engine with. I like your idea for an emergency brake! Though I think using another input (Such as Fireweapons) would be better to more accurately recreate the function. Very interesting modifications here! Care to tell how you did the engine? I'm quite curious
"before starting a build, be sure you can finish it" That's probably the biggest thing that keeps some plat users from uploading. They start some really cool builds but don't quite finish them, sometimes due to starting a whole new thing.
.
Also branching out from one's usual comfort zone is certainly worth it! Eternal told me himself at one time that I should build something other than Submarines and that led to my Udaloy which eventually led to me building my Knox Class (which I think is my best ship build). It's also led to me building a helicopter and a few cars, thus taking what I learned before to new builds.
Here's a little potentially helpful suggestion assuming you're going to deploy this from the I-400. Deploying a deployable plane from a heavy vehicle can have drastic negative effects on that vehicle's performance. This is presumably due to limitations in the game's physics
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I learned from my Echo class that attaching the launcher of such deployable craft (which the missiles on that build function as) to the mother craft via a rotator can prevent this effect, making the craft handle as normal. Having multiple rotators attached to the launcher could potentially help with any loose connection problems.
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Just a little suggestion based on my experience, may or may not work with the final build you're making.
I have also experienced the collision issues addressed by Zoomzoom999. Those dark spots really kill the enjoyment of racing through the track with their bumps.
@HawaiiRanger I'm not too interested in the roleplay stuff, sorry. Also I would check with mods if you haven't about the upvote pay as it sounds like something that could infringe on some rules.
@DanDaFreakinMan Thinking in the future I'll have my ballistic missiles simply drop their munitions instead of shooting them, so you can fly them over the target and just use yaw to aim the drop. I tested this when using default bombs on a test version of my polaris and it worked quite well. Also learned that for some reason regular bombs with nuke-scaled explosions lag FAR less than cannonshells with the same level booms for some reason.
@CyberBlood Go for it!
Based on my experience I think it happens when you scale up some dimensions of a part while having those dimensions be small. So try not to have a part scaled up unless you need them scaled (to pass the 10 limit in part sizes.
+1@Chrisk1993 I've generally been making the 80's Japanese stuff so that says something about your tastes! Good tastes!
@FujiwaraAutoShop Keep in mind a big cause for lag is a high amount of drag calculations coming from a high amount of parts, which are absent here. I would suggest trying to download, you might run it just fine.
+1@nomalnormaltheman Since you wanted to be tagged.
@TheKugelblitz No
Neat additions, although I take it you meant to put 1974 since the original Fairlady Z model didn't even come out till '69.
@DeltaBravoSix Taking fuselage parts and fitting them together like a 3D puzzle.
.
Think of it this way, normally to make a cube you simply shape 1 Fuselage block into that shape. Paneling would be making that cube out of multiple thinly shaped square fuselage parts. Paneling is handy for more sophisticated body shapes that don't quite fit the normal shape limitations of fuselage blocks.
Not bad! You managed to implement the functions pretty well, although the pitch function isn't quite right I understand why. Should probably add this to my guide but you want to use a wing of the same dimensions for all control surfaces except for a wider width for the frontal planes. This is what gives my subs their responsive and functional pitch. The Weapons are implemented well too, the torpedoes launch as well as they have in my tests. Cool to see someone take a serious crack at a full on submarine the way I make them!
+1There is no car this madlad can't build.
+3@DeltaBravoSix No, I especially don’t do things for people. Learn to build it yourself or look for a premade hull. Doing things for people just because they “can’t” (are unwilling to learn and just wanna make someone else do the effort) is something I’ve learned the hard way to not do.
@DeltaBravoSix I don’t do requests, period. Doing them was fine until people got greedy. Suggestions are fine though.
@DeltaBravoSix Being a moderator means dealing with the riff raff and drama, and I’d rather leave that to the pros lol.
That is quite the scoop there.
@Ibee Yes
Excessive Earrape kinda ruined it imo.
+1@SmSmThe10684 Oh! Thanks!
@SmSmThe10684 The shifting stick is also a very nice detail. Mind if I use the mechanism with my upcoming Iron Mask Skyline? It’d be a perfect visual pairing with my inclusion of a working transmission, and I would credit your fine work on it in the final post.
@Default4 Put both the sliders all the way down in the rotator’s settings
@An2k Whoa! That’s some pretty sophisticated FT use there.
@An2k I actually tried doing this with one engine and different tractions, it didn't work so well. I have recently learned that the grip of a tire can be adjusted via the extremum and asymptope values in overload however so in theory they might make that work.
+1@An2k I see the problem, start in first gear, that puts you up to speed fastest, then shift gears as you gain speed to reach further speed. The high gears are intentionally slow in acceleration in order to somewhat exaggerate and better show the differences in gears.
+1This is easily the most stable and grippy car I've ever downloaded and driven, never oversteers and can seemingly only ever slide when it hits a bump. Quite friendly to keyboard controls too, never turns too quick and throws itself off.
@NotSoNormalPioneer Since it lacks the exact mechanisms of a manual transmission it sadly lacks the ability to break like that
@TwistedWarshipDude
@NotSoNormalPioneer
@Airsupremacy01
These users have asked to be tagged (one on discord) so I decided to oblige.
@AWESOMENESS360 I've made a simple jet plane with all parts set to that and smashed it into the pyramid, no damage.
Have you tried setting the track parts to "partCollisionResponse = none"? This makes parts immune to physical impact damage and destruction and might help improve these!
+3@IceCraft How and why are you here this build is ancient!!!!
The mod was a monumental achievement in being able to function as it is. So a fully fleshed out official version would likely need the game itself to be reworked.
+1@Tang0five I found a website which detailed the stock exterior and interior colors that the 260z was sold in and went off my choice of those.
+1@natemomog Kenneth's Roads and Railways map.
+1@Chrisk1993 That’s great to hear! Just keep at it, my first car was pretty mediocre after all (and I mean the old “interceptor” I made). Practice makes perfect, and you can get far so long as you practice and persist. Also using blueprints for replicas is helpful too lol.
+1@AdmiralWheatman Don’t ask me repeatedly please, I don’t do requests. You can suggest ideas, but I won’t be obligated to make something just because someone asks.
+2Likely because the devs prefer responding to things from their own individual user accounts.
@RamboJutter I’ve only recently learned about that lol. Will make sure its on the right side for future car builds!
0/10 too few airbrakes and too little controversy.
+5@Leviatham The silo launched missile function as a deployable aircraft which can be steered. It uses a modified winch to keep it attached so that it can use its Cannon to shoot at targets.
.
The torpedo tube launched weaponry used rockets as a base weapon, alongside winches and cannons for their own weapon systems.
Interesting, so that's how you added a new sound. Putting the little engine in the front also explains the better handling.
+1The custom engine sound is pretty neat! I can't seem to find how you manage it though nor could I find what you replaced the engine with. I like your idea for an emergency brake! Though I think using another input (Such as Fireweapons) would be better to more accurately recreate the function. Very interesting modifications here! Care to tell how you did the engine? I'm quite curious
+1"before starting a build, be sure you can finish it" That's probably the biggest thing that keeps some plat users from uploading. They start some really cool builds but don't quite finish them, sometimes due to starting a whole new thing.
+1.
Also branching out from one's usual comfort zone is certainly worth it! Eternal told me himself at one time that I should build something other than Submarines and that led to my Udaloy which eventually led to me building my Knox Class (which I think is my best ship build). It's also led to me building a helicopter and a few cars, thus taking what I learned before to new builds.
Confused Screaming
Here's a little potentially helpful suggestion assuming you're going to deploy this from the I-400. Deploying a deployable plane from a heavy vehicle can have drastic negative effects on that vehicle's performance. This is presumably due to limitations in the game's physics
.
I learned from my Echo class that attaching the launcher of such deployable craft (which the missiles on that build function as) to the mother craft via a rotator can prevent this effect, making the craft handle as normal. Having multiple rotators attached to the launcher could potentially help with any loose connection problems.
.
Just a little suggestion based on my experience, may or may not work with the final build you're making.
@Along2005 When I feel like it.
@Chrisk1993 Go ahead! I'd honestly love to see peeps tweaking and tuning these cars I upload more.
+1I have also experienced the collision issues addressed by Zoomzoom999. Those dark spots really kill the enjoyment of racing through the track with their bumps.
+2@tsampoy It's funny how in Simpleplanes I've uploaded very few planes lol.
Are those torpedoes guided too? Neato!
@CaspianGhostZ Not even close to the car model
@HawaiiRanger I'm not too interested in the roleplay stuff, sorry. Also I would check with mods if you haven't about the upvote pay as it sounds like something that could infringe on some rules.
@DanDaFreakinMan Thinking in the future I'll have my ballistic missiles simply drop their munitions instead of shooting them, so you can fly them over the target and just use yaw to aim the drop. I tested this when using default bombs on a test version of my polaris and it worked quite well. Also learned that for some reason regular bombs with nuke-scaled explosions lag FAR less than cannonshells with the same level booms for some reason.