Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I suppose it's a bit like a three-way clutch:
- The two driveshaft inputs are connected and fully pass through any RPS at 100% effect. (Group A)
- The two axles are also connected, but pass through the RPS to each other at the factor that is given via the number input. (Group B)
- Every tick the RPS of group A is then transferred to group B at a certain efficiency, and the RPS of group B is transferred back to group A.
It's all simulated in lua, and it's pretty naive right now. I mainly wanted to get rid of having to use lots of stock clutch parts between axles and the driveshaft. And I haven't done a lot of research on how to simulate differentials yet, but I'm sure it's possible to make a somewhat realistic one.
There are a few internal values I can easily tweak to make it perform better with high torque. Do you have an example vehicle that I can use to use for this?
Alternatively you could tweak the 'MASS' value in the mod file itself by editing the mpe_differential.bin file in the downloaded workshop content and reloading a savefile that uses the mod. Make sure to make a backup of the file though, and probably your vehicle too, just to be sure. If you do that and you do find a good value, let me know and I'll test it and update the value in the mod.
The 'MASS' value is 1.0 right now. Higher values do seem to transfer more torque but it also makes the differential act like a flywheel, which isn't really what we want. I can probably counteract that in the lua code of the component though.
I'm only experiencing one problem with the differential: it barely transfers any torque and immediately slips when power is applied.
This probably isn't a problem in cars, but I build heavy-duty equipment where transferring high torque is essential.
Is there anything I can do about this, or should I just skip the differentials in my equipment?
P.S., CVT!!!! Love it!
I've seen a few mods for smaller water jets on the workshop, so I'm not sure if I should also make one.
@Mitch-Mash
That is a good idea actually! I'll see what I can do.
@Echoless
Ah I see. I'd rather not have multiple versions of the same part though. But in that case maybe an offset block for covering up non-enclosed blocks might be a better alternative, or a kind of skid plate. I'll try to come up with something that works!
Enclosed versions of those parts as in like enclosed pipes, currently the bottoms of my vehicles have weight blocks all around, but the rps meter, cvt, brake and differential don't have an enclosed version so it looks kind of odd.
..but thanks for respond!
I haven't replied yet, was still figuring out how to respond :)
The only guide I know of is the official documentation, which can be found here: https://geometa.co.uk/wiki/stormworks/view/component_modding
I just followed those docs and it worked fine. The mod compiler is intended for use on Windows, but it also works correctly on my Steam Deck (and thus probably also on other Linux distros) after a bit of experimentation.
My development setup is very specific though, I do this on a Steam Deck. So unless you also use a Steam Deck or use Linux, I won't be able to help with the mod compiler specifically.
But for other things like the directory structure, I can probably help you (and others) out. As a first step I am going to put the source of my mods on GitHub. This will show the directory structure, the XML definition files, the asset files, etc. That'd be a good basis to start working from, I think.
I haven't found a way to make grippier wheels yet, but it should be possible.
Good idea! Adding it to the list, seems useful even though we already have a dual wheel option for the stock wheels.
@Mitch-Mash
Do you mean a multipart extendable piston, like the hydraulic piston? That one is already stackable, right? Or did you mean something else?
The weight bolt will definitely be added to that new mod, but for the hinge and pivot blocks I will have to make some adjustments/workarounds because it's currently not possible to use a custom part for the end piece. That seems like a bug in the modding tools that the devs will hopefully fix soon.
@Echoless
With enclosed versions, do you mean watertight ones, similar to the stock clutch and gearbox? I'm not sure if that'd be the best approach... if the only reason is to make things watertight, then maybe it'd be better to have a special external fuselage kind of part instead, which could be slapped on the exterior of vehicles to make them watertight. That'd be more versatile I think, as it could be used with stock parts as well. I'll see if I can come up with anything useful, and if that doesn't work I'll consider making enclosed versions of these parts instead.
I'd love to make springs and shock absorbers, and I do have some models for that already, but due to a problem with the mod tools they don't work yet. As soon as that's fixed I'll add them to the mod.
Regarding the paintable indicators, I'm not sure if that's possible right now, but I agree that it would be very useful. I'll give it a try!
@Tio99
A wind turbine seems useful, and might be possible with the current modding tools. I'll add it to the list!
I too have a suggestion, enclosed versions of the rps meter, clutch, cvt transmission, differential, brake, electric motors, thrusters and propellers would be insanely helpful.
As you can see, im also a mod creator, so i need this info a lot tbh.
..so im searching for any help. And, if ya wish, i could help you with something (models mostly) instead of saying "thank you" from my side.
You can ask your questions here, what do you need?
Which specific parts would you like to see? If you can name them and can give good reference images then I'll see what I can do.
Even I got tired of waiting for a differential a couple years ago and made one in vanilla with 2 clutches.
and to make the brakes stronger?
Good idea! I'll add the engine and radiator ideas to my list. I don't use steam stuff myself though, so I probably won't add any steam parts any time soon, unless more people start asking for it.
@ZetX
The old mod still exists, but the old parts have been deprecated in favor of the new mod format. I'm sorry that it broke some of your creations, but this change was necessary to be able to continue working on the mod.
The bolt block is going to be part of a new mod with other similar structural parts, which I'm planning to start working on this weekend.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3538714121
Maybe you can also add compact steam stuff, so you can make small steam trains and steam cars!
Maybe you can add a compact engine that's only 3x1 blocks!
And a compact radiator that's only 2 blocks wide and 2 blocks high to go with the engine!