1. #621
    dasraizer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Originally Posted by BaBaBoOeY
    Hi

    I have just made a tutorial for a Freeroam vehicle gearbox with adjustable torque and speed settings and additional effects.

    Not sure if the size of it is a problem when it comes to viewing it as there is a bit of zooming in involved, i did try to find a good balance with it but this is my first time using the google drive thingy and my pc is old and slow lol

    Features

    Torque Effect which forces the player to change down gear to climb steep inclines as you would in real life
    4 Forward Gears
    Reverse and Neutral
    Engine Vibration
    Engine Noise
    Exhaust Effect

    https://docs.google.com/drawings/d/1...it?usp=sharing
    hi and welcome

    im just scanning your doc and found some missing type information on both of two input operators that are located on operand 2 of the VDS that is used to set up the torque values.

    there are a couple of things i think could make it a little better:-

    you are using from the controller break On Press/On Release a couple of SVE to VDS that's used to enable/disable an interval trigger, why not just pass the breaks On Active impulse straight to your Generic Filter system (see next) and remove the other code, also im just questioning the Gas On Press going to the Generic Filtering, is this a one shoot impulse? as the values change from the other system, is the supposed to be On Active too?

    you do not need the impulse splitter that is hooked to the controller break Interval Trigger as the On False from each generic filter will pass the impulse to the next filter, just target the 1st generic filter, like the controller gas impulse does.

    and finally the state of the controller inputs only effect the bike/rider (not sure about stuck) but state: disabled is fine as it disables the controller inputs going to the bike/rider and will still allow them to function for other purposes, like state: disable 'Y' would stop the rider bailing out but allow the button to be used.

    im trying to figure what would happen when gas/break as simultaneously pressed, i guess that's working fine.

    any way the doc layout looks sound and size is fine, g-docs changed the look by having in object text editing that made the fonts look awful so don't sweat it.

    sorry if you think im poking holes in your doc m8, im not, i just think it would make it clearer to the user.
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  2. #622

    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Originally Posted by dasraiser

    hi and welcome

    im just scanning your doc and found some missing type information on both of two input operators that are located on operand 2 of the VDS that is used to set up the torque values.
    cheers for pointing this out has now been fixed, i did quadruple check it but somehow missed it

    there are a couple of things i think could make it a little better:-

    you are using from the controller break On Press/On Release a couple of SVE to VDS that's used to enable/disable an interval trigger, why not just pass the breaks On Active impulse straight to your Generic Filter system (see next) and remove the other code, also im just questioning the Gas On Press going to the Generic Filtering, is this a one shoot impulse? as the values change from the other system, is the supposed to be On Active too?
    The problem here was that i needed an interval trigger constantly sending impulses to the filters to enable gear changes without letting go of the gas when active and when not active it renders the filters inactive allowing the Brake On Press i have connected to the SVE's in the torque and velocity ranges to override the other impulses and slow the vehicle and i came up with the current system i have in the tutorial that allowed it to work, although i have today realised that this itself has a flaw in it as it only activates after the brakes are pressed which is no good as i need it to be active straight away upon start of the level, i have today devised a new system that works but have not updated the tutorial yet.

    The Gas On Press which feeds into the filter system i have removed as the new system for activating and de-activating the interval trigger renders it useless.

    you do not need the impulse splitter that is hooked to the controller break Interval Trigger as the On False from each generic filter will pass the impulse to the next filter, just target the 1st generic filter, like the controller gas impulse does.
    It has been removed

    and finally the state of the controller inputs only effect the bike/rider (not sure about stuck) but state: disabled is fine as it disables the controller inputs going to the bike/rider and will still allow them to function for other purposes, like state: disable 'Y' would stop the rider bailing out but allow the button to be used.
    If i have read this right you are referring to the Left and Right buttons which i have set to be disabled when the filters reach their values, the first system i tried for this is the one you describe above but found this not to work as when the filter reaches its range it did indeed disable the buttons and the gear counter did not rise any further than fourth gear but the game still recognized the button being pressed, so if i was in fourth gear and pressed the right button twice more i would have to press the left button twice to get it back into fourth to be able to change down the gears, basically the system i have now prevents what would be a level breaking feature, hope that made sense

    im trying to figure what would happen when gas/break as simultaneously pressed, i guess that's working fine.
    Yeah it works fine, it's setup so when the gas is held and the brakes are pressed it overrides the gas and slows the vehicle and when you let go of the brakes it continues accelerating as normal.

    any way the doc layout looks sound and size is fine, g-docs changed the look by having in object text editing that made the fonts look awful so don't sweat it.
    Thats good to know

    sorry if you think im poking holes in your doc m8
    All feedback is good feedback as far as im concerned as it helps improve on things so dont worry about poking holes

    Once i've got the redesign of the new parts of the gearbox done and figure out how im gonna word the notes for them i'll get the tutorial edited and will post in here when it's done.
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  3. #623

    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Good stuff Bababooey,

    Have you got a skill game released with these vehicle controls?

    I'm really interested in making a Rally based skill game but I can't get the controls right. I have a basic drivable car which I also wrote a google doc tutorial for but it's not suitable for rally driving. It's the suspension that's difficult so if you have any ideas around that I'd be keen to see them.
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  4. #624

    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Originally Posted by JaminBen007
    Good stuff Bababooey,

    Have you got a skill game released with these vehicle controls?

    I'm really interested in making a Rally based skill game but I can't get the controls right. I have a basic drivable car which I also wrote a google doc tutorial for but it's not suitable for rally driving. It's the suspension that's difficult so if you have any ideas around that I'd be keen to see them.
    Unfortunately i have not got one up with this system yet, i came up with this gearbox idea by combining your car tutorial with your simple menu tutorial , i have updated the tutorial with where i have got to so far and have included some notes for the new stuff which explains how it works and also describes the issues im having with it.

    As for setting up suspension i have noticed that there are several factors to consider

    1. Vehicle weight
    This includes chassis, axle and wheel weight, for instance on the vehicle i made this gearbox for
    the chassis is 1000 kg, the rear swingarm and front forks (both can be considered as axles) weigh 100 kg each
    and the wheels (front and back ) weigh 100 kg each, getting the right balance between these three factors are
    very important as they contribute to the vehicles handling and weight distribution if done right, all i can really
    say is experiment with these three factors to get the feel you require and also watch alot of videos of the real
    life vehicles you are trying to create as this will give you an idea of the type of handling you should be aiming for.

    2. Gravitational force
    What you need to do here is set the same gravitational force to every part of your vehicle, i find it is best to
    start at -2000 and then adjust from there, i usually find that -2000 is a max setting i use for a vehicle, but with a
    small vehicle a lesser value is usually required as it stops it plunging through the map upon landing from a great
    height.

    3. Physics joints
    What i usually do here is to go online and find pictures of the chassis and suspension setup of a real life or radio
    controlled model of the vehicle i am trying to create and do my best to recreate that in the editor eg: look at all
    the pivot points of the suspension of the real life vehicle and try to recreate that in the editor, although this
    does not usually go to plan as the scale of the vehicle usually dictates what parts can be used and a bit of
    improvisation is usually required. (i will have to make a tutorial for this but may take a while as it gets a bit
    technical and is tricky to describe in text without visual references).

    4 . Friction/Grip
    Getting the right balance of the friction of the tyres plays a big part in the end result of the handling of your
    Vehicle, for a rally car i would think that having more friction/grip in the front tyres is probably the way to go as
    this would make the backend step out more, although to get the desired effect you may have to increase
    the weight of the rear end of the vehicle which can be done by moving the mass pivot of the chassis to the rear
    of the vehicle or setup a handbrake feature where the rear end grip is reduced when the button is pressed (i do
    have a setup for this which i have for my Freeroam Motorbike which acts as a rear brake and enables it's
    rear end to step out, i will create a tutorial tomorrow for it so you can see how i have done it)

    well thats pretty much all i can think of at the mo as im quite intoxicated right now
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  5. #625

    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Have just finished compiling the latest tutorial for the Gearbox, i have made improvements to the way the values are fed into the sound sources throttle value range which is a vast improvement over the last setup i had for this, there is still a side effect which does not interfere with the full operation of the gearbox and is something i cannot see a way around at the moment and it is described in the notes for the section that causes it.

    https://docs.google.com/drawings/d/1...it?usp=sharing


    EDIT : just found an issue i discovered where the vehicle will jump forward which occurs when the brakes are pressed then released when the vehicle is at a standstill, this happens when a more slow interpolation is applied to the variable data sources which sends values to the angular motor max force and velocity inputs of the physics joint, currently doing testing and tweaking of the interpolation to find the values that eliminate this effect and get the notes updated on how to calculate the interpolation, but for now if you use the tutorial make sure not to apply any interpolation to these data sources.
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  6. #626
    Blastergamer's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    I'm wondering if there is like a document writer, which has the yellow cards in it, and when you click one of them, it opens up it's properties settings to keep the document clean. Maybe like a presentation thing or so.
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  7. #627
    nannerdw's Avatar Senior Member
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    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Originally Posted by Blastergamer
    I'm wondering if there is like a document writer, which has the yellow cards in it, and when you click one of them, it opens up it's properties settings to keep the document clean. Maybe like a presentation thing or so.
    You'd probably have to program it. I don't know what's possible with Google Apps API, though.
    I know this would be possible with VBA in Powerpoint, and then you can import that into Google Docs.
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  8. #628

    Re: Visual Flowchart Editor Tutorials {69} and counting...

    the docs give 404 errors for anyone else?
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  9. #629

    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Originally Posted by sparkierjonesz
    the docs give 404 errors for anyone else?
    Yep, same here. Always handy to have a back door I find, so try this link and let me know if it works.... https://docs.google.com/spreadsheet/...sV0ZWZUE#gid=0
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  10. #630

    Re: Visual Flowchart Editor Tutorials {69} and counting...

    Originally Posted by Barrybarfly
    Originally Posted by sparkierjonesz
    the docs give 404 errors for anyone else?
    Yep, same here. Always handy to have a back door I find, so try this link and let me know if it works.... https://docs.google.com/spreadsheet/...sV0ZWZUE#gid=0
    yeah it worked, had to log in though with my google account
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