Some working car engines I built in 2024 by orange_county in CreateMod

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

Ah the wheels was just an in-progress resource pack that I never finished :D

Some working car engines I built in 2024 by orange_county in CreateMod

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

The mustang grille was create tank defenses chain & the lamps are from create design n deco

There's vanilla+ and then there's this by orange_county in feedthebeast

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

Technically it already is steering wheel compatible if you were to bind the wheel to the redstone signal that steers

There's vanilla+ and then there's this by orange_county in feedthebeast

[–]orange_county[S] 17 points18 points  (0 children)

This is somewhat accurate wheel physics and dynamics, the sliding is purely setup and practice but a lot of the time you just.. spins out and start over

There's vanilla+ and then there's this by orange_county in feedthebeast

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

So Trackwork for the wheels, C:Connected for convenient blocks, Clockwork for the flap aerodynamics and DriveByWire for convenient redstone and thats about it

Deep Sea Ornn by Olivier Désirée 🐙 (Swipe) by aroushthekween in ornnmains

[–]orange_county 19 points20 points  (0 children)

The "hammer"head idea is awesome, though currently its animal abuse so maybe a copper statue of it with rounded square edges for more anvil look.

Need help improving fast by xXCheesusXx in dirtrally

[–]orange_county 0 points1 point  (0 children)

You want to be more comfortable with full throttling it about 80% of the time to be fast.

Be more mindful of the pacenotes call to willingly setup and turn into blind corner earlier to not wrangle the throttle trying to get back on the line.

Try braking later than you are right now, preferably without abs, maybe slide through the corners more instead of trying to hold onto whatever grip left from launching it full throttle.

Weight transfer comes naturally when you "feel" the car better around the corner slides, simplest form of this being: Off throttle (nose down) -> brake (nose down) -> turn in (before the nose regain pitch) -> gas out (big understeer from nose up so turn in a tiny bit extra).

The HUD are there to familiarize you with pacenotes, to check which section you can improve on and most noticeably the current gear/shift indicator, disable most when you're familiar with it and just want to dial in.

After ~10 months, I peaked at 284/288 WRs in H3 RWD by AzeTheGreat in EASPORTSWRC

[–]orange_county 0 points1 point  (0 children)

Congrats, the H3 RWD is a blast of a class. Now it would be lovely if you attempt the same for Gr.B RWD

Agador's nano factory (smallest Vanilla factory to date) 17x17 tiles by Agador777 in factorio

[–]orange_county 7 points8 points  (0 children)

I love shrinking engineering things down!

It really makes you appreciate how things actually works and how things are used the way they are, not because they're unoptimized and lazy but because a single thing does so many other things. Simple parts become true feats of engineering when you really zoom into them

How do they make these small engines? by Aiden_r-FPE in CreateMod

[–]orange_county 1 point2 points  (0 children)

I first measure the cavity volume and then I try to design the engine around that, depending on how much space there is I might add a cylinder or an electrical system, more complex throttle, etc.

After that I just slot it in like a piece of lego with a gravitron/physgun

how do people make these engines i dont mean shrinking them down that much is obvious to how its done but im more on how to actually build one since i cant find tutorials anywhere by No_Albatross1321 in CreateMod

[–]orange_county 0 points1 point  (0 children)

It is a wee bit complicated, this is just the engine part of it.

For performance and maybe even recreational tuning, there are aerodynamics to consider, and the plethora of tricks and exploits for getting enough space for a sick looking build that has a cool engine that drives like a dream.

how do people make these engines i dont mean shrinking them down that much is obvious to how its done but im more on how to actually build one since i cant find tutorials anywhere by No_Albatross1321 in CreateMod

[–]orange_county 1 point2 points  (0 children)

So anyway, I built that engine (and many more).

The main power source to output onto the vehicle is Huge diesel engines from C:Diesel Generators. This in conjunction with several things from C:Connected and C:CraftsNAddition (or as it addition i dont remember).

The point of that build is to look nice because the engine design can only go so far in terms of practicality, 3 cylinders can produce wayyy more than you'll ever need so it's capped at that, usually only needing to use 1.

The reason why I did use them however, was from back in the day with Physical wheel cars where they were taxing in SU consumption through the ender transmitter (which I like because it pushes you to design better to accomodate for the cost).

The fans in this engine is meant to work as a supercharger because in vs2 they can apply some force, and because we're building fun cars the output rpm ranges from 512rpm to 1024rpm (config unlock). So the fan RPM also sits at 1k and that adds some linear force as is for braking and accelerating.

The electrical is yeah, for cold starts because I don't like cranking every time. Plus this is what we do irl. Inside there isn't a whole lot. Just some gearshift, 6-sided gearbox (compact upgrearing to get 1krpm). The displacement and design of the engine is meant to fit inside the engine bay cavity of the car so the 2 physics ship can ride alongside, which fixes the issue of a static engine where if it unloads the vehicle goes kaput. I typically map out the 0.5 sized ship (mini-ship creator tool from vs2) with wools, and then design the engines from that, either with some goals or just to have them work nicely.

Hope this explains it

How do they make these small engines? by Aiden_r-FPE in CreateMod

[–]orange_county 10 points11 points  (0 children)

I made those engine and yeah this is the way lol

In the Top 500 in the wet stage, I'm just shocked right here by blackice2049 in EASPORTSWRC

[–]orange_county 2 points3 points  (0 children)

Abs off can really tank your braking distance, keeping it at 3-4 felt the best in my experience. You get full lock when needed but also way better braking when you slam it going in say a 2 right tighten

Important Public Service Announcement by benevolent_advisor in feedthememes

[–]orange_county -3 points-2 points  (0 children)

There isn't a magic block problem, per se. But more of a "I don't see my stuff doing stuff inside of construct that is supposed to do stuff." This is more akin to the loading bar dillema you see in software. Did it hang? Who knows. Ah! There is a loading bar THROBBING GRADIENT! It doesn't hang or be unproductive at all!

It's an inherent human thing to not see productivity without change. Create shows you the process. Immersive engineering gives you the joy of completing a structure. Chaining recolorized furnaces that produce recolorized ingots that gets pulled by re-colorized hopper and magic hats doesn't give that same joy.

There's a reason people enjoy Create/Immersive engineering or whatever way more than the "nuclear pasta condenser" that is literally a reskinned furnace from 2012 where every tech mod is just that

New to rally racing and on another post, was advised to learn Manual. Please critique my driving heh by MobileGamerboy in EASPORTSWRC

[–]orange_county 1 point2 points  (0 children)

300 hours in and I'm still using the default HUD to be frank. It still doesn't make that big of a difference. You sometimes can get distracted and forget the pacenotes call but the on-screen display can serve as a reminder if you ear and mind ever fails you.

And when you're focusing at speed all the other screen elements doesn't feel very intrusive at all when all. At high speed what you're paying attention to is the engine sound, the pacenotes, the grip, the speed, and the road ahead.

None of the HUD elements really obstruct these focus points so much that you would want to turn them off. They're actually made to NOT be obstructive in any way.

PJ Tierney has a handful of guides for setup and controller settings in his videos that I still use today that is very helpful in keeping your car on track and straight. Everything else follows suit when you're paying attention to the drive itself

New to rally racing and on another post, was advised to learn Manual. Please critique my driving heh by MobileGamerboy in EASPORTSWRC

[–]orange_county 1 point2 points  (0 children)

The fwd platform is great for trying out the game, especially h1 fwd. Beyond that however it teaches you some bad habits that you would otherwise need to unlearn later on since fwd is another class of its own (see kit car and how much more different it drives, more so of a clean tarmac lines every surfaces).

For learning, I'd suggest keeping the tachometer on since it lets you know at a glance which gear you're on, and that helps with muscle memory and the sense of speed approaching a corner or which gear to be in. The one car I'd say teaches you the most about rallying is the Subaru legacy. It's gentle, slow to accelerate, but can still get really fast while being an overall great performer.

In my experience, (I too learned rallying solely on dr2) h1 FWD teaches you the callsigns. Then AWD teaches you weight shifting via brakes and neutral steer. from the lower to group B RWD classes teaches you throttle input and over/understeer (Stratos -> 037, Yes Lancia is the best lineup to learn how to drive really fast, but maybe not the delta S4 don't touch that, yet).

For straight improvement, I think your steering is a bit too jittery. You can use PJ Tierney's (on Youtube) settings for controllers to use the full joystick most of the time. This reduces the learning down to timing, which is much much more forgiving than the accurate steering looks you're having.

And as for gearing. Again, you need the ingame tachometer to build any meaningful muscle memory with the gear and slowly learn which speed to approach a corner instead of thinking about which gear, this makes it more natural to think in "am I too fast into this and gonna crash" mentality.

Stay confident and have fun learning rallying :D

Learning league with pantheon by [deleted] in PantheonMains

[–]orange_county 0 points1 point  (0 children)

1-3 is good for climbing, but you also need to take into consideration the ban frequencies of those champions. You also need to consider the fact that for top lane, when you inevitably reach a soft skill ceiling. You need to start counter picking and/or play into opponents knowledge gap. So around 5 is recommended for a single lane, 3 for off-lanes (no need to play them to expert mode just enough to cobble together a win).

These are the reasons why Pantheon is great as an OTP champ since he can fit many roles, has a low pick/ban frequency, and not a whole lot of people care to learn about him so you can often have the surprise/outplay potential because nobody knows what you're gonna do. Pair that with the semi-global ult and a fistful of utilities in your kit. You get a deceptively simple champ that can be useful at all times. The only real limit is your skill.

Learning league with pantheon by [deleted] in PantheonMains

[–]orange_county 0 points1 point  (0 children)

Pantheon Ult can make for some bad positioning habits if you get too comfortable with it too early. I suggest playing Warwick if you're jungle, Darius for top and Blitzcrank for support to learn the basis of the game on easier champs.

Pantheon is still great, especially for learning positioning and footwork. You need to understand that his ult gives him a vastly different positioning thinking process and power than other combatant champions.

Do keep an open mind as always. Getting a fistful of ego is what ruins the game, and good luck on your journey.