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Automatic Gearboxes #23
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I'm guessing you wanted to make a suggestion, not a pull request -- close this and copy/paste to a new issue on nrlulz/acf-gmod. |
Actually...nvm what i said before, good idea. It'll lower the complexity curve. I didn't think about that. Go for it. In fact this should be high priority. |
automatics unnecessary? read the "entry level barrier" thread lol |
Forgot to update version
Fixed several sounds that previously didn't work, courtesy of Switchblade.
Temporarily reverted ductility behaviour until armour tool gets properly fixed. Armour tool should now apply intended amount of armor.
also restores the change to ductility
Should fix #56
Wasn't detecting props parented to props Fixes #51
Relevant: #53
Nerfed small and medium CVT, buffed large CVT. Small are for very low torque engines, medium will run any medium sized petrol, and large will handle anything. Fixes #64
...again ><
-Added 1.0L I4 and 2.6L Wankel. -Engine definitions can now specify pitch level.
Now has correct torque rating.
Buffed straight-through gearboxes. They have +25% torque capacity and -25% weight, compared to inline/transaxial versions.
Made link ropes on gearboxes force-breakable. Most users shouldn't notice much difference. Fixes #68
cleanup/reorganize - entities to single file format - reorganized round definitions to be less retarded fixes - entities had copypasted code from ancient wire base ent, now properly inherits wire base ent - side effect: acf entities now have halos, tooltip text only networks when someone is looking, fewer nwvars - improved tooltips, guns show actual round info, less cryptic info - fixed check preventing linking refill crates - add check preventing linking blacklisted roundtype - crate will now unlink if switching to blacklisted roundtype - fix muzzleflash coming from the middle of the gun
- links are nice neat tables now instead of eight parallel tables. (does not remove old duplicate ropes) - also fix goof on updating engine entity
Sorry that took so long. Fixes #69
- driveshafts are now keyframe (non-physical) ropes, rather than a constraint. distance and angle constraints still apply. fixes #68 - illegal (parented/weighted) gearboxes no longer function
- also fixed gearboxes not being checked for legality when linked to other gearboxes - removed some leftover files with unused code. closes #70
Removed some legacy code that could have been causing significant lag on low end systems when firing guns.
Fixed MG sound not playing. Made RAC sound stutter a bit less.
Previously, the explosion could have been upwards of 500 units from the intended location, based on the velocity of the round.
Rebalanaced Ground Turbines. Torque heavily reduced across the board, while horsepower has remained the same or slightly higher. Ground turbines now behave similar to piston engines in that they do not have full torque from idle but rather require the user to keep the RPM to a very slim range for optimal power. Fuel is required for all turbine engines.
it's like 7mb total
…APHE, HE, HEAT ammunition
New e2 functions, killicons 'fix'
for now
added jojobulls, coladas ancient models. tweaked a couple vars. Co-Authored-By: amplar <amplar@users.noreply.github.com>
ent:GetOwner() nearly always returns a null entity, much better to make use of CPPIGetOwner which will exist on any server using a half-decent prop protection addon.
Also fixed some gun + ammo functions such as acfCaliber() which were working on ammo boxes but not guns
Further Starfall extension fixes
changelog too
because apparently merging branches isn't counted as a separate commit any more. acf really needs something to automagically keep track of versioning. this is getting silly.
This update is a big one. Expect current vehicles to be very affected. These changes could use some proper testing. Please give them a chance and alter your existing builds or build new things to integrate the changes. Myself, GGG, & MG have been the primary environments for testing and we need more places for reception of the changes. The point of these changes is to shift the meta away from 1 type of vehicle being objectively the best, shift the armor meta a little more towards penetration resistance instead of durability, improve long range fighting, and add deadlier munitions for heavier vehicles. ACF has always been about balancing armor, protection, and firepower- no vehicle should be able to excel in all 3 aspects. -Added 105, 120, & 140mm smoothbore cannons. These can only fire APDSFS, HEATFS, and Flechette rounds. They are high pen, low damage weapons. While lacking the utility of a regular cannon, they provide superior armor penetration. They come with slightly heavier ammunition and the cannons fire somewhat faster than a regular cannon. HEATFS has a fixed minimum propellant to keep it above 700m/s. -Added APDS to Cannons, autocannons, and semiautomatics. Higher pen, but loses effectiveness over range, and poor armor damage. -Added APCR to short cannons. Gives short cannons penetration comparable to their larger cannon versions but with poor long range penetration capability & damage. -Nerfed slope effectiveness 15%. This change still needs work, it needs a cap. -Increased Armor damage of kinetic rounds 25% (Armor damage, not health damage. This makes penetration resistance harder.) -Increased ammo crate efficiency 40% to aid in vehicle penetration not necessarily meaning instant death due to higher penning munitions. -Decreased global non-magazine weapon rate of fire 25% for ammo crates under the size of 2x3x4, while using larger and larger crates more aggressively increasing the rate of fire to near autoloader speeds from very large crates. Kinetic damage buff helps balance this slower rate of fire out. This change also disincentivizes very small tanks by giving them a poor damage output from rate of fire compared to larger vehicles. -Also added Cheez's ammo blacklist changes for missiles.
Removed 15% slope nerf for now, need a better system to change armor damage dealt as slope increases -Removed 20mm MG & replaced it with 13mm HMG -Changed HMGs to have a slightly higher rate of fire, magazine size, and reduced reload speed, with spread increased from .35 to 0.4 (we'll see if the accuracy nerf balances out the performance buff) -Increased rate of fire & accuracy on SemiAutos (for some reason they had same accuracy as autocannons)
Enabled parenting of all acf entities to smooth transition to ACF3. For ACF3 you will still need to re-link ammo & drivetrain.
Updated version num
Beta set of naturally aspirated and turbocharged engines for competitive use. High strung motors. Completely outside of engine balance, so please no bulli)) 1.6T I4 is 380hp Included engines are I4, I5, I6, V6, & V8. NA engines (except 4.0) are 300hp Turbocharged engines & 4.0 V8 are 460hp Engines have slight variations in torque, lesser torque motors have slightly wider powerbands. They just have shitty stock placeholder sounds for now.
Fixed power output issue. My personal globals file had a change to TorqueBoost Also added B4s to touring car engine lineup
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For some reason it wouldn't let me put this in the nrlulz branch. thanks github.
Since we've got CVTs, I think we should try out making some realistic automatic gearboxes.
Automatic gearbox should include:
Torque converter instead of a clutch (it would just work like an automatic slipping clutch for takeoff)
Very smooth shifting (it would be the effect of increasing flywheel mass dramatically)
Lower amount of gears compared to manual ( 3,5,7)
Lower torque rating than manual
Heavier than manual
More torque loss in the transmission than a manual.
The advantage would be automatic shifting at the cost of weight and torque rating.
The gearbox should probably have inputs for:
Engine's Torque (This would be important to state so we can have shift up/down be modified by the torque coming out of the engine, so if you decide to input less throttle, the gearbox will shift at lower rpms.)
Shift up RPM
Shift down RPM
Park, reverse, neutral, drive, and override selection for gears 2 and 1. Park would just work by applying the acf brake, which the gearbox should also have a parking brake multiplier input. P R N D 2 1 would cycle just like gear up/down.
The torque converter for starting off could simply be an RPM input on the trans you specify that the gearbox slips the clutch until it meets. My gearbox code in my E2s does this and it works well, however it needs to shut off past first gear or it will cause problems with low rpm driving.