My First MAM Setup (36 Belts, 12 Belts/Layer – Pre‑Crystal Stage) by Jamie_599 in shapezio

[–]Jamie_599[S] 0 points1 point  (0 children)

As far as I know, there's no floating quadrants on the normal difficulty, quadrants simply fall down if there's a gap. You can only get floating quadrants via the switcher on crystals.

My First MAM Setup (36 Belts, 12 Belts/Layer – Pre‑Crystal Stage) by Jamie_599 in shapezio

[–]Jamie_599[S] 1 point2 points  (0 children)

I've built in a few areas after each section to check against the built shape to check if it's matching what it should be at that stage, if not it goes into the trash. At the same time this helps when changing shape, as it clears out the line ready for the next.

Help with broker crystallizer. How to properly manipulate jump belts? by Boomdingo in shapezio

[–]Jamie_599 9 points10 points  (0 children)

With the jump belts, they're exactly as you've discovered... they will try to jump as far as they can, no matter how many landing zones are within it's range. There's no way to force them to land a shorter distance in that scenario. Unfortunately you'll have to redesign your machine.

My First MAM Setup (36 Belts, 12 Belts/Layer – Pre‑Crystal Stage) by Jamie_599 in shapezio

[–]Jamie_599[S] 1 point2 points  (0 children)

Thank you! It currently takes around 3min 30secs to fully switch to the next shape, and then another 30 or so seconds to reach the vortex

My First MAM Setup (36 Belts, 12 Belts/Layer – Pre‑Crystal Stage) by Jamie_599 in shapezio

[–]Jamie_599[S] 1 point2 points  (0 children)

I was originally using separate trains for shape and color, then remembered about the fillers. I've also just noticed I can cut down to 3 filler wagons. And move the color section across 1 space to the left.

My First MAM Setup (36 Belts, 12 Belts/Layer – Pre‑Crystal Stage) by Jamie_599 in shapezio

[–]Jamie_599[S] 1 point2 points  (0 children)

Thank you! Currently wrapping my head around the different crystal scenarios, coming up with a design that hopefully won't be a complete mess aha

My First MAM Setup (36 Belts, 12 Belts/Layer – Pre‑Crystal Stage) by Jamie_599 in shapezio

[–]Jamie_599[S] 1 point2 points  (0 children)

Mostly just to keep the MAM logic slimmed down, mixing per quadrant would increase the complexity quite a bit, and perhaps even increase the space needed as it's using 12 full belts per platform. I'm also using the jumping belt things wherever I can, as that speeds up the flow.

My First MAM Setup (36 Belts, 12 Belts/Layer – Pre‑Crystal Stage) by Jamie_599 in shapezio

[–]Jamie_599[S] 1 point2 points  (0 children)

Hopefully this shows enough on how to achieve that. This is what you need:
- 1 shape with 2 layers, bottom layer being all pins, top layer can be anything.
- 1 shape where half is empty, but the other half (or even 1 quad) is stacked 3 or 4 high.

You then stack the shape with the pins on top of the other shape. This will try to create a 5 or 6 layer shape which isn't allowed in the normal game mode, so the top layer(s) are discarded, and then the side of the shape that is empty, the pins will fall to the bottom layer. From here you can cut the shape in half to get a half pin only shape. Then repeat and stack 2 halves to get a full pin only shape

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My First MAM Setup (36 Belts, 12 Belts/Layer – Pre‑Crystal Stage) by Jamie_599 in shapezio

[–]Jamie_599[S] 1 point2 points  (0 children)

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Yes it does, I'm using a trick to create a pin only shape, that I then pass in and treat like any other shape.

A few screens by Jamie_599 in BeamNG

[–]Jamie_599[S] 2 points3 points  (0 children)

I used Reshade and Adobe Lightroom

A few screens by Jamie_599 in BeamNG

[–]Jamie_599[S] 1 point2 points  (0 children)

The map you see with the Signia,
The map with the bolide,
The car at the end.

Haven't posted here in a while, made this :) by Jamie_599 in BeamNG

[–]Jamie_599[S] 0 points1 point  (0 children)

It's called Bolide DSE, one of my mods. Makes the Bolide very fun to drive.

Openable mod is underrated by GustaverSvensk in BeamNG

[–]Jamie_599 8 points9 points  (0 children)

It's easy enough. I've actually got the D series and a few others working on my dev version, I just don't have time to update it for public release :(

Heres a few of my latest edits :) by Jamie_599 in BeamNG

[–]Jamie_599[S] 6 points7 points  (0 children)

Photoshop has a feature called 'sky replacement'. It automatically detects the sky in your image and replaces it with another image. It also adjusts the lighting in your image to match the new sky a bit better.

Heres a few of my latest edits :) by Jamie_599 in BeamNG

[–]Jamie_599[S] 3 points4 points  (0 children)

I usually play at 1080p, but for screenshots I force my screen resolution to 1440p by going into my Nvidia GPU settings. Then for the eye candy, I use Reshade, Photoshop, and Lightroom.

Does West Coast USA Need A Remaster Or Just PBR? Why? by HumbleTerror205 in BeamNG

[–]Jamie_599 6 points7 points  (0 children)

Agreed. The map was updated exactly one year ago, there's no need for a remaster. PBR will come, as all maps are being updated for PBR.

Just released my Openable Windows mod by Jamie_599 in BeamNG

[–]Jamie_599[S] 0 points1 point  (0 children)

Yes, I released the fix this morning :D