and it's a v8, not a v6, and v6s hardly even reach 8000 rpm. remember that these engines are based around the period of 1940-1970s.
As of the current revision, are you supposed to be getting sound to play when a turbine is on?
Aaah i didn't realize i should be making beefy muscle cars and jeeps instead of modern hatchbacks and sports cars.
This addon is gorgeous for making working vehicles, but we don't seem to have the slightest bit of sound for engines. Every other sound works, just not engines.
Are there any well written tutorials like starter guides for ACF? While videos can show you what to do, I much rather read how to do it so I can do at my own pace and actually understand what is written rather than deciphering microphone buzz and shit.
I understand slapping an engine together and getting it to move, etc. But the more complex stuff behind it, like what all the details mean and how they relate.
I just needed to tell the creators of ACF Mobility that I love them.
It seems that missiles give me a lua error when I select them in the menu. Any fixes?
They aren't done yet
Hello, I have a problem with ACF I've read the readme and all that good shit and moved the folders to where it stated. Not my first time with ACF i'm not sure why this is happening.
Picture of said problem:
When I spawn an engine and look at it it goes invisible and spams errors into console and when I try to spawn the missiles the menu completely disappears if you could help me I would really appreciate it thanks.
On a fresh install of gmod I might add aswell.
How about another reality check guys? Engines do NOT wait until 90% throttle to rev up. I know for a fact that (for example) the .289 V8 (4.7L) in a 1964 Mustang hits 2k RPM with the pedal barely touched (in neutral) and redlines at nearly 6k RPM. Why then does the ingame V8 of approx. the same size 1) cap out at 3k and 2) only start actually getting higher RPMs when you've basically almost floored the pedal?
acf googledoc. our coder that i assigned to these problems won't address it.
to use one for making a range box, link Engine -> Primary Gearbox (WITH NO NEGATIVE RATIOS) -> Transfer case (also with no neg ratios) -> and finally use transfer cases for differentials (with the second ratio NEGATIVE for reverse)
the transfer case after the primary gearbox will multiply the power coming out of the primary gearbox that goes to the wheels, effectively creating a low and high range (high range would be normal driving range)
you can even link another transfer case (or just use a 4 speed gearbox) behind the primary gearbox to create a normal ratio set and control 2WD/4WD with high/low.
you should also only be using the clutch and brake input on the final entity in the driveline (differential or transfer case) and only reverse a ratio on the last entity (this is why i said use a transfer as a diff)
And finally, remember with clutching is confusing; it is based on the torque limit of the gearbox when you give it a percentage.
Example: Gearbox has a limit of 100nm, engine makes 50nm of torque. You give it 0.5 clutch (50%), this means the gearbox will allow 25nm to the wheels. However, if you use a 200nm limit gearbox with the same 50nm engine, a 0.5 input will allow 100nm through the gearbox, so that means all torque from the engine is going to the wheels unless you give it an input of 0.25 or something.
Wow you're awesome, thank you so much for that.
So just to make it clear (and sorry if i'm being dumb) I'd go
Engine -> Gearbox -> Transfer case -> Wheels?
for 2WD, yes
i've noticed an issue; not really a bug, but the method i stated earlier will only work if you increase the gearboxes size as they go down the drivetrain-
example, a gearbox's purpose is to multiply torque. so if you're in first gear, 5:1, and the engine makes 100nm, that means the output torque from the primary gearbox is 500nm. this then goes to the transfer case, which further multiplies it (2:1, low range) to 1000 nm. Now, when it gets to the last gearbox, you'll be pushing out 1000 nm, which means the last gearbox has to be able to handle this.
I noticed this while making my gama goat.
Okay, thank you Amplar for taking the time to help me, I appreciate it.
Just need to work on making a half decent chassis now
Hey, umm.. I have a request, would it be possible to create a manual override for the clutch so that we can brake using downshifting?
Also make the engines stallable maybe? That would be so much fun
needs to be fixed :P
any other engines types coming?I would really like to see in acf W-engines,opposite engines.
I don't know what pisses me off more, saying tanks are immature, or being a brony.
What's worse is saying tanks are immature, and then saying you like a show aimed at 5 -9 year old girls.
EDIT:I don't know what's more stupid, that I tried to defend myself by saying this or that I even had the opinion in the first place.
I don't understand really why you would complain that tanks are for little kids when ACF is pretty much built to BALANCE tanks, not move your pussytruck around.
Back in my day we didn't have all this fancy pants Ay-sea-eff. We built engines with our hands out of garbage cans and and cement. Tall as a ten story building they were. We lost good men on each build. Crushed to death by their own ambitions.
Why you little whipper snappers wouldn't know about torque if it crawled out your mama's snatch and took a dump on your chest.
Say, i'm building a car with a similar setup as illustrated above using a v8. It seems like no matter what i do i can't get the thing to do anything but spazz violently upon recieving torque! Any reccomended ratios? the thing weighs no more than 1800 pounds...
Mass in Source is treated as kilograms, so yes, it is specific.
Vicious, if you're actually measuring '1800' - that's in kilograms (4000 odd pounds).
I was pretty sure that mass in Source was measured in Imperial units, as everything else is. Got a source on that information?
gmod weight is in kg
player weighs about 80-odd KG, which is 180 lbs
I'm confused over why Source would measure weight according to the Metric system when it uses Imperial for almost everything else.
Is there anywhere we can get confirmation of this? I have never seen pounds or kilograms in the weights.