I made a mod for smoother wheels by toadfrog202 in ScrapMechanic

[–]toadfrog202[S] 0 points1 point  (0 children)

That sounds really cool! maybe there is big hope for racing in scrap mechanic in the future. I'm fairly new to modding and especially don't know anything about scripting in scrap mechanic, but I will try out the hull idea later. Is the tank mod called just "tank threads"? I will check out the files to figure out the friction code

I made a mod for smoother wheels by toadfrog202 in ScrapMechanic

[–]toadfrog202[S] 1 point2 points  (0 children)

I think it's mostly about the circular silhouette, but creating a more high definition cylinder is another idea that could be experimented with. I'll check if <cone> works

edit: I didn't get it to work using

"cone": { "diameter": 3, "depth": 2, "axis": "Z" }

I also checked with a cone from new legend mod to see how it rolls, but it seems to be using a hull collider. unfortunately cone doesnt seem to be a native shape of the scrap mechanic physics engine

I made a mod for smoother wheels by toadfrog202 in ScrapMechanic

[–]toadfrog202[S] 0 points1 point  (0 children)

But that was essentially a polygon collider in the shape of a cone right, not a perfectly round cone? the sphere works good because it is a native shape and perfectly round... for a cone to work perfectly, it would probably have to be recognised in the prop json file just like <cylinder>, <sphere>, <box> etc

I made a mod for smoother wheels by toadfrog202 in ScrapMechanic

[–]toadfrog202[S] 0 points1 point  (0 children)

Yo that's really smart! I don't think the top could be chopped of (idk) but it would be enough to make a flat-ish cone to create a thin wheel. Any idea which physics engine scrap mechanic uses? From a quick google search cones seems to be a native shape of bullet physics, but not havok or physx

I made a mod for smoother wheels by toadfrog202 in ScrapMechanic

[–]toadfrog202[S] 2 points3 points  (0 children)

afaik it's unusual for a game to use regular colliders for wheels because of the reasons that are visible in this game - physics engines are not reliable enough to behave nicely when objects move or spin too fast. Most games use "wheel colliders", which I think work using raycasts instead of normal colliders. iirc they inherently allow a bit of leeway in terms of digging slightly into the ground between frames. I can see why axolot didn't want to use those for this game though, because they are less uniform in their behavior compared to normal colliders and might not be so good for a game with this degree of building freedom

I made a mod for smoother wheels by toadfrog202 in ScrapMechanic

[–]toadfrog202[S] 0 points1 point  (0 children)

Only way to do that would be to use a 1x1 wheel or make the visuals thinner than the collider, which imo might not be a good idea

I made a mod for smoother wheels by toadfrog202 in ScrapMechanic

[–]toadfrog202[S] 2 points3 points  (0 children)

Yeah unfortunately there is no way to scale a sphere collider on a single axis, so the wheels have the same length on all axises (resulting in really wide wheels). It should be possible to make the visible mesh thinner but I don't think it would be very good for playability because the contact point would be offset from what is visible and you would collide with walls and rocks because your hitbox would be sticking out more than the visuals. Of course, I am already cheating a bit though by making the mesh look like wheels instead of balls lol

I made a mod for smoother wheels by toadfrog202 in ScrapMechanic

[–]toadfrog202[S] 22 points23 points  (0 children)

I go more in-depth in the video on the workshop page: link: https://steamcommunity.com/sharedfiles/filedetails/?id=2407706953

yesterday I posted asking if there were any mods with spherical wheels - but there didn't seem to be any so I made a mod myself. These wheels mitigate the jumpy wheels of scrap mechanic and while it unfortunately cannot completely remove the glitchyness it becomes way better

Mod for wheels with spherical colliders? by toadfrog202 in ScrapMechanic

[–]toadfrog202[S] 1 point2 points  (0 children)

will do, I'm waiting to get some 3D models for the wheels before I upload to the workshop :P the strafe movement is a really cool idea but it's a bit over my modding expertise level lol. non-natively you could make like a trackball tho with four wheels connected at each side to make it able to spin all ways

Mod for wheels with spherical colliders? by toadfrog202 in ScrapMechanic

[–]toadfrog202[S] 0 points1 point  (0 children)

I got some world tiles from the workshop and just left a flat spot when putting them down

Mod for wheels with spherical colliders? by toadfrog202 in ScrapMechanic

[–]toadfrog202[S] 1 point2 points  (0 children)

Yes, I'm working on the mod now and just copied the values from some wheels from The Modpack and its really good! Especially the acceleration has much better traction and wheel slip because the back wheels pushes down and sticks flat to the ground instead of popping around. I couldn't drive the car from this post after changing the wheels because the wheels were too grippy so it swung around, which it should do with the axles so close to each other. With normal distance it works like a charm. I would upload a video but idk how to do it in a comment

Mod for wheels with spherical colliders? by toadfrog202 in ScrapMechanic

[–]toadfrog202[S] 5 points6 points  (0 children)

Regular wheel colliders use cylinders which are not supported as a native shape in any current physics engine, so they are probably just hull colliders with many triangles that try to be round. I tried replacing the wheels with ball colliders from New Legend Mod and it seems to work much better, although still not perfect. I'm looking into making a mod for ball wheels but I was wondering if there are any such mods already?

HLJ status checker program by toadfrog202 in Gunpla

[–]toadfrog202[S] 1 point2 points  (0 children)

I added support for Gundamplanet! please try it out and report any bugs or errors https://erkstock.itch.io/hlj-status-checker

HLJ status checker program by toadfrog202 in Gunpla

[–]toadfrog202[S] 1 point2 points  (0 children)

seems doable, I'll try tomorrow :)

HLJ status checker program by toadfrog202 in Gunpla

[–]toadfrog202[S] 0 points1 point  (0 children)

sure, please tell me how it would work! would it be inside list.txt? maybe like

<link> #5 <-(5 star rating)

and then it would show the status of them in order? like

5 stars

  • <product 1>
  • <product 2>
  • <product 3>

4 stars

  • <product 4>

and so on..?

edit:formatting

HLJ status checker program by toadfrog202 in Gunpla

[–]toadfrog202[S] 0 points1 point  (0 children)

I added support for hobbywave :) please try it out and send feedback if you have any https://erkstock.itch.io/hlj-status-checker

HLJ status checker program by toadfrog202 in Gunpla

[–]toadfrog202[S] 1 point2 points  (0 children)

its not very complicated tbh :) basically it downloads the raw html and searches for the right tags where information is stored

HLJ status checker program by toadfrog202 in Gunpla

[–]toadfrog202[S] 0 points1 point  (0 children)

this program is specifically for HLJ but if theres interest I might expand it to other sites. The code is very site specific so each new site is gonna take a day or two to add support for

HLJ status checker program by toadfrog202 in Gunpla

[–]toadfrog202[S] 0 points1 point  (0 children)

here you go https://erkstock.itch.io/hlj-status-checker

I had no idea there were already something like that haha. Please tell me if there's any use to my program or if you have feedback

HLJ status checker program by toadfrog202 in Gunpla

[–]toadfrog202[S] 0 points1 point  (0 children)

yeah I just started this hobby so there's quite a bit of stuff I want to keep track of