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Ilmoita käännösongelmasta
You need to make a group with these subgrid wheel and name the group, not the wheels itself. Maybe that is the issue.
baseFriction=100-35*Math.Abs(UserInput.AD);
on?
baseFriction=100-35*Math.Abs(UserInput.AD);
to something like:
baseFriction=75-35*Math.Abs(UserInput.AD);
maybe play with the numbers here, idk which would work better. Maybe you even can do this:
baseFriction=(100-35*Math.Abs(UserInput.AD))*0.75;
There is no specific tag to turn it off, but you can just cut the block of code responsible for brakes overwrite and half-brakes altogether:
foreach(var suspension in WheelSuspensions)
{
if(suspension.Obj.IsAttached)
{
if(suspension.WheelPositionAgainstCoM.Z>0&&UserInput.WS!=0&&!RC.HandBrake)
suspension.Obj.Brake=false;
else
suspension.Obj.Brake=true;
}
}
if(BrakesSkipCycles>0) yield return true;
I've never intentionally used Half Breaking which would, to me, do the same plow and roll. Is there a tag I can put in the front wheels so the script won't overwrite the break toggle that I'm trying to set to "off"? (Yes, I know this would effectively remove all breaking if I used Half Breaking)
In a perfect world when breaking, the script should ramp up the friction on the wheels opposite the direction of movement: ie, to safely arrest forward movement, make the rear wheels sticky while the fronts loosen during breaking.
On that note, how does the script even determine where the wheels are when deciding on "rear" versus "front"?
Not sure if you're still supporting/developing this script but would it be possible to get an option to adjust the strength of the gyro steering assistance? as it stands it completely overrides the gyro power settings and seems to have no adjustment in the script, it appears to be applying gyro power dynamically however there are quite a few times where it just been far too much for a vehicle and I've had to remove almost all gyro's or just turn off the feature altogether, a tag to exempt gyro's would also be very handy.
@TiGeR you probably encountered an old bug where if main grid has no wheels the parking doesn't work. If you have wheels only on subgrid then try to add single wheel somewhere on the main grid.
@Umbral Draconix check ownership, recompile the script. It shouldn't be important where the RC block is placed. It just needs be actually connected to the grid.
I can't put things into the custom data on the connectors because it breaks another script!
I have my first sub-grid suspension, controlled by RC, everything works as it should except the parking option. The script seems to ignore this setting, which is a bit of a nuisance when you need to park on a hill. Maybe I missed something in the description?
Regards
Thanks again to the author for this wonderful script!
Context: Dump truck getting loaded then travel to the dump, dump then travel back and wait
Maybe a minimum turning angle? Or minimum turning circle radius?
Thank You very much, I could not figure it out :)
Just now i noticed there is "Script setup page" sorry im clearly blind.
I was searching for something like this in description, googling it and even looking at the code itself while knowing nothing of SE scripting before asking...
I will add that Your Script is essential for Me each time i play, really great job!
(Text from 34m 8s ago)
Caught exception during execution of script:Object reference not set to an instance of an object.
at Program.DriverAssistingSystem.DisplayScheduler.DetectBlocks()
at Program.DriverAssistingSystem.<Boot>d__177.MoveNext()
at Program.DriverAssistingSystem.Update(UpdateType updateSource)
at Program.Main(String args, UpdateType updateSource)
at Sandbox.Game.Entities.Blocks.MyProgrammableBlock.<>c__DisplayClass42_0.<ExecuteCode>b__0(IMyGridProgram program)
at Sandbox.Game.Entities.Blocks.MyProgrammableBlock.RunSandboxedProgramActionCore(Action`1 action, String& response)
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