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I would like to know if I can use the motor (alone), I have connected everything necessary as in the tuto, but I can't drive.
I'd like to take advantage of the increased speed provided by this motor, but (it seems to me) there's no such thing as a 1x1x1.
So my question is, is it possible for you to create a mod with just the engine?
And also, is it possible to add a gearbox?
Thank you.
While it is possible with a considerable amount of work. I would also need to know how people would want their "buttons/switches" to be pushed, this requires a bit too much customization than Gen7 can handle. However Gen 8 Will be able to handle much more customizability and even live control!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2588724119
is a collection of premade cars and tracks! soon I will be adding track scans to them so that people don't have to scan them!
without an actual track?
This mod is designed for racing vehicles, not military/offensive vehicles.
Banked turns: I think the reason you are seeing slower cars is because you have scanned a thin-ish oval track. the cars may be slowing down significantly to make the turns.
I didn't say this specifically in the tutorial, but there is actually a trick making banked turns faster:
You first have to make a flat oval (similar to the SMAR Official Oval). Once you scan it, Crouch and interact with the track scanner so that you can see the colors. (Hopefully they are mostly green)
Once you finish scanning, you can edit the same exact track tile and overwrite it (adding banking/whatever you want) Once you overwrite the same tile that is already scanned, load back into the same world and the track will have your changes applied.
This is one way into tricking the AI into thinking there is a wider track than already exists.
I'm sorry, I will need some more information, Do you have the console log from when it was not working?
I'm going to assume that you set everything up properly and there is an error.
To see your error log: go to your game install folder (eg: "../Steam/steamapps/common/Scrap Mechanic/Logs" ) Find your most recent log of where the mod was not working, and then scroll to the bottom (assuming you stopped playing around whenever the mod was not working)
If you don't mind sending any errors you see or the whole file to me in the Bug Report Discussion, that would be great and I will get it fixed asap!
i build a car that can handle that easily (look at my workshop uploads) - it steers with the wings mod and is extremly fast - thats why im asking :D
currently the mod is not working for me, when i start a race (new map, new car) the car isnt moving
yes
do you mind either uploading it to the workshop or sending a screenshot?
Typically that happens when there is a break in wall continuity or the walls are too low
- Actually best lap and last lap are stored and printed live to the console after every lap. I am trying to think of a good way to display them. I feel like the chat could get crowded If I kept outputting it there.
- The car should already automatically try to right itself when flipped over. Deleting it is a bit too harsh I think but Maybe I'll try to make a function that picks up the car and places it at the nearest node.
- As stated in the tutorial, anything too much faster than white will cause the cars to lose control. I will boost the speed of the white engine.
- best lap time after race or live in race
- automatic start positioning after race
- "error" mode when car is flipped or fall out of racetrack (car deletes itself or teleports back)
- faster engines (white engline is too slow for my fastest car)
The track scanner is finicky though still and was designed to work best with the racetrack assets in the terrain editor.
I also may not understand your question, what do you mean by "editor worlds"?
creative tip -> vehicles that are armed and set off explosive devices. makes a lot of fun: D
so far i havent found any significant bugs!
I'm so glad to help :D
- I can and will immediately fix that. thank you!
- I wish I could see what your track looked like. The track generator will cause the most problems, I will be improving it hopefully as time goes on.
- That is definitely on me for poor explanation. Essentially you should treat the steering connections just like any other drivers seat.
- Unfortunately due to how Scrap mechanic works, switches will only "connect" to creations they are a part of. That does give me an idea to make a "wireless" switch!
I have code for chat commands as well, however that would require people to edit their game files and I want to avoid that as much as possible.
Thank you again for the feedback! I'm glad you enjoy it!
a few things to optimize:
- you can wire the steering block and the engine block in the wrong direction (engine to drive and not drive to engine)
- my first scanning didnt finish at all, so no error or something, replaced it and then it worked
- the steering wiring is a little bit complex with your instructions, which direction of the bearing is the right one?
- the switch has to be ON the Race Control and not on the ground near it
So far so good, it works absolutly perfect after playing around with it a few minutes. Thanks a lot for your work, it is the best mod i have ever seen in this game!