Real Engines and Sounds with Engine Editor App

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Wilson212
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Re: Real Engines and Sounds with Engine Editor App

#191 Post by Wilson212 » 01 Mar 2017 19:12

Whenever Kriechbaum releases his sounds then sure.

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galimim
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Re: Real Engines and Sounds with Engine Editor App

#192 Post by galimim » 04 Mar 2017 14:43

galimim wrote:Hello Wilson!
Back with another request! I have found out that there is something called "consumption_coef" that can be used in engine def files that affects consumption. Could you add it as another value (use default value of 1) to your app?
New patch and I am back with a reminder for consumption coefficient and and check all/none options.
Another request is a window in the similar fashion as ones used for default[] that uses the new overrides[] rule. Another option to add is resistance_torque value. You can read more about it Here

Thank you, Have a great weekend!

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Max
SCS Software
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Re: Real Engines and Sounds with Engine Editor App

#193 Post by Max » 04 Mar 2017 20:25

just few notes:
consumption_coef is simple multiplier to consumption, default value 1.0

in open beta:
overrides[] is very useful when you have sound per engine as it simplifies rule usage. we do not use that system in ATS, but when ETS2 beta will come out you can see that (but i suppose you can figure it yourself ;))
resistance_torque is coef that is used to compute passive engine resistance (inherent counter torque). default is -1.0. when resistance is set negative (eg default), game get effective value from volume (its like volume[litres] * 20.0, which is quite good for most engines), so we didn't need to change the data.
volume is not used to compute consumption directly, but could affect it through defaulting resistance. if resistance in non-default, volume does not affect consumption and is used for stating engine inertia only.

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piva
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Re: Real Engines and Sounds with Engine Editor App

#194 Post by piva » 04 Mar 2017 20:53

Hi Max, is overrides[] now in ETS (1.27) not crash game when redefine common sound in engine sound file?

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Max
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Re: Real Engines and Sounds with Engine Editor App

#195 Post by Max » 05 Mar 2017 06:31

nope. override is just forced default.
redefinition only works for simple types as de- and re-allocation of unit on load would break some things.

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piva
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Re: Real Engines and Sounds with Engine Editor App

#196 Post by piva » 05 Mar 2017 07:24

Thanks, it's bad, but I still check it out. :lol:

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rookie_one
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Re: Real Engines and Sounds with Engine Editor App

#197 Post by rookie_one » 07 Mar 2017 03:57

So wilson, working on updating your mod for the new CAT engine sound ? :lol:

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SINDBAD
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Re: Real Engines and Sounds with Engine Editor App

#198 Post by SINDBAD » 08 Mar 2017 19:59

Great job wilson
[Author] : SINS Advanced Economy Mod : http://www.sinseconomy.com

krswen
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Joined: 10 Mar 2015 03:07
Location: northern California

Re: Real Engines and Sounds with Engine Editor App

#199 Post by krswen » 09 Mar 2017 01:14

I've downloaded the mod thru Steam and activated it, but how do I open the editor so I can change a torque curve?

Ken

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Wilson212
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Re: Real Engines and Sounds with Engine Editor App

#200 Post by Wilson212 » 09 Mar 2017 22:30

Hey Max! So overrides[] is not in ATS yet correct? From what I have read, overrides[] will not fix an engine missing its default sound when a sound mod is removed correct?

@galimim I have not forgot my friend, i will get an update out soon after the new ATS patch comes out of beta.

@rookie_one You will Have to talk to Kriech about that :P He makes the sounds.

@krswen Just need to download the App now and run it. Everything should make sense after exploring the app for a few minutes.

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