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LAMB HDOR Mk. V

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LAMB HDOR Mk. V Empty LAMB HDOR Mk. V

Post by Echo_Delta_Oscar Mon Sep 24, 2012 5:09 am

Hello, everyone! I've been busy this summer, and I'm glad to be back.
Here I introduce you my best - so far - off road veichle, with sequential 6 speed gearbox and smart steering, which means you can switch from forward wheels steering to rear wheels steering with a total of 7 possible option and a proportional distribution of steering amount.

Instructions are in game, for a change.

LAMB HDOR Mk. V Lamb_h10


Code:



Val
{
   Brake(default=0,min=0,max=250,step=380,disp=0)
   HBrake(default=0,min=0,max=300,step=500,disp=0)
   HandleF(default=0,min=-90,max=90,disp=1)
   HandleFF(default=0,min=-90,max=90,disp=1)
   Handle(default=0,min=-30,max=30,step=1,disp=0)
   HandleR(default=0,min=-90,max=90,disp=1)
   HandleRR(default=0,min=-90,max=90,disp=1)
   HandleC(default=0,min=-90,max=90,disp=1)
   Engine(default=0,min=-5000,max=5000,step=500,disp=0)
   Flout(default=0,min=0,max=5000,step=500,disp=0)
   Gear(default=1, min=0, max=6, step=0,disp=0)
   G(default=0, disp=0)
   Gs(default=10, disp=0)
   Gp(default=0, min=-1000, disp=0)
   R(default=100, disp=0)
   M(default=1, min=-1, disp=0)
   RPR1(disp=0)
   RPR2(min=-1000,disp=0)
   Stop(default=#9090,step=100000,disp=0)
   Stop2(default=#0000,disp=0)
   Back(default=#9090,step=100000,disp=0)
   BAck2(default=#0000,disp=0)
   SPR(disp=0)
   DMP(disp=0)
   Int(default=#604000, disp=0)
   Col1(default=#303030, disp=0)
   Col1C(default=#404040, disp=0)
   Col2(default=#0000d0, disp=0)
   Col2C(default=#0000f0, disp=0)
   Extr(default=#000000, disp=0)
   Combat(default=1, disp=0)
   SpoilF(default=-165, min=-180,max=-120, disp=0)
   SpoilR(default=-155, min=-180, max=-120, disp=0)
   View(min=-360, max=360, disp=0)
   STS(default=3, disp=1)
   LSLCT(min=-7)
   LREAL(min=-7)
   Mult()
   ReMult()
   
}
Key
{
   0:Flout(step=500),Smoke(step=1)
   2:Handle(step=-1)
   3:Handle(step=1)
   7:Brake(step=5),HBrake(step=10)
   9:HBrake(step=100)
   4:View(step=1)
   5:View(step=-1)
}
Body {
   Core(){   E:RudderF(angle=View, option=1){
      S:Frame(angle=90, option=1){S:Frame(angle=-90, option=1){
      S:Weight(){

      E:Cowl(angle=-120, option=1){E:Cowl(angle=120, option=1){
      S:Cowl(angle=-70, option=5, color=Int){N:Cowl(angle=-60, color=Int){E:Cowl(option=3, color=Int){S:Cowl(angle=-60, option=5, color=Int){}}}}
      N:Cowl(angle=90, option=1){
      N:Cowl(angle=-90, color=Extr){E:Cowl(option=4, color=Extr){E:Cowl(angle=-90, color=Col1){E:Cowl(option=3, color=Col1){}
      S:Cowl(angle=-120, color=Col1){}}}
      S:Cowl(color=Extr){E:Cowl(angle=-46, color=Col1){}}
      N:Cowl(color=Extr){E:Cowl(color=Extr){E:Cowl(angle=-90, color=Col1){}}
      N:Cowl(angle=-29, option=2, color=#ffff00, effect=#a000){E:Cowl(option=2, color=#aaaa00, effect=#7000){}}
      N:Cowl(angle=-30, color=Col1){E:Cowl(color=Col1){E:Cowl(angle=-92, option=3, color=Col1){}}
      N:Cowl(angle=-60, effect=#a000){E:Cowl(effect=#a000){E:Cowl(angle=-93, effect=#a000){}}
      N:Cowl(angle=-60, effect=#a000){E:Cowl(effect=#a000){E:Cowl(angle=-92, option=4, effect=#a000){}}
      N:Cowl(angle=-30, color=Col1){E:Cowl(color=Col1){E:Cowl(angle=-90, effect=#a000){}}}
      }}}}}}
      N:Cowl(angle=-90, option=1){N:Cowl(angle=90, color=Col1){E:Cowl(color=Col1){E:Cowl(angle=91, effect=#a000){}}
      S:Cowl(color=Col1){E:Cowl(color=Col1){E:Cowl(angle=90, color=Col1){E:Cowl(angle=45, color=Col1){
      N:Cowl(option=4, color=Col1){}}}}}}}
      }}
      W:Cowl(angle=-120, option=1){W:Cowl(angle=120, option=1){
      S:Cowl(angle=-70, option=5, color=Int){N:Cowl(angle=-60, color=Int){W:Cowl(option=4, color=Int){S:Cowl(angle=-60, option=5, color=Int){}}}}
      N:Cowl(angle=90, option=1){
      N:Cowl(angle=-90, color=Extr){W:Cowl(option=3, color=Extr){W:Cowl(angle=-90, color=Col1){W:Cowl(option=4, color=Col1){}
      S:Cowl(angle=-120, color=Col1){}}}
      S:Cowl(color=Extr){S:Cowl(angle=-46, color=Col1){}}
      N:Cowl(color=Extr){W:Cowl(color=Extr){W:Cowl(angle=-90, color=Col1){}}
      N:Cowl(angle=-29, option=2, color=#ffff00, effect=#a000){W:Cowl(option=2, color=#aaaa00, effect=#7000){}}
      N:Cowl(angle=-30, color=Col1){W:Cowl(color=Col1){W:Cowl(angle=-92, option=4, color=Col1){}}
      N:Cowl(angle=-60, effect=#a000){W:Cowl(effect=#a000){W:Cowl(angle=-93, effect=#a000){}}
      N:Cowl(angle=-60, effect=#a000){W:Cowl(effect=#a000){W:Cowl(angle=-92, option=3, effect=#a000){}}
      N:Cowl(angle=-30, color=Col1){W:Cowl(color=Col1){W:Cowl(angle=-90, effect=#a000){}}}
      }}}}}}
      N:Cowl(angle=-90, option=1){N:Cowl(angle=90, color=Col1){W:Cowl(color=Col1){W:Cowl(angle=91, effect=#a000){}}
      S:Cowl(color=Col1){W:Cowl(color=Col1){W:Cowl(angle=90, color=Col1){W:Cowl(angle=45, color=Col1){}}}}}}
      }}

      E:Frame(option=1){E:RudderF(angle=HandleFF, option=1){W:Frame(option=1){
      N:Frame(angle=10, option=1){N:Frame(angle=160, spring=SPR, damper=DMP, option=1){N:Frame(option=1){
      N:Frame(option=1){N:Frame(angle=-160, spring=SPR, damper=DMP, option=1){N:Frame(angle=-10, option=1){
      E:Wheel(angle=-90, power=-Engine, brake=Brake, option=1, effect=3){}}}}}}}}}}
      W:Frame(option=1){

      N:Cowl(angle=-45, option=1){N:Cowl(angle=-50, option=5, color=Int){}N:Cowl(angle=50, option=5, color=int){}}

      W:RudderF(angle=HandleFF, option=1){E:Frame(option=1){
      N:Frame(angle=10, option=1){N:Frame(angle=160, spring=SPR, damper=DMP, option=1){N:Frame(option=1){
      N:Frame(option=1){N:Frame(angle=-160, spring=SPR, damper=DMP, option=1){N:Frame(angle=-10, option=1){
      W:Wheel(angle=-90, power=Engine, brake=Brake, option=1, effect=3){}}}}}}}}}}
      S:Frame(option=1){S:Weight(){

      E:Cowl(angle=-120, option=1){E:Cowl(angle=120, option=1){
      S:Cowl(angle=-70, option=5, color=Int){N:Cowl(angle=-60, color=Int){E:Cowl(option=3, color=Int){S:Cowl(angle=-60, option=5, color=Int){}}}}
      N:Cowl(angle=-90, option=1){
      N:Cowl(angle=90, color=Col1){E:Cowl(color=Col1){E:Cowl(angle=90, color=Col1){E:Cowl(angle=45, color=Col1){}}}
      S:Cowl(color=Col1){E:Cowl(color=Col1){E:Cowl(angle=90, effect=#a000){E:Cowl(angle=45, color=Col1){}}}
      S:Cowl(color=Col1){E:Cowl(color=Col1){E:Cowl(angle=90, color=Col1){E:Cowl(angle=45, color=Col1){}}}}}}}
      N:Cowl(angle=90, option=1){N:Cowl(angle=-90, color=Extr){E:Cowl(angle=-46, color=Col1){}
      S:Cowl(color=Extr){E:Cowl(angle=-46, color=Col1){}S:Cowl(color=Extr){E:Cowl(angle=-46, color=Col1){}}}}}
      }}
      W:Cowl(angle=-120, option=1){W:Cowl(angle=120, option=1){
      S:Cowl(angle=-70, option=5, color=Int){N:Cowl(angle=-60, color=Int){W:Cowl(option=4, color=Int){S:Cowl(angle=-60, option=5, color=Int){}}}}
      N:Cowl(angle=-90, option=1){
      N:Cowl(angle=90, color=Col1){W:Cowl(color=Col1){W:Cowl(angle=90, color=Col1){W:Cowl(angle=45, color=Col1){}}}
      S:Cowl(color=Col1){W:Cowl(color=Col1){W:Cowl(angle=90, effect=#a000){W:Cowl(angle=45, color=Col1){}}}
      S:Cowl(color=Col1){W:Cowl(color=Col1){W:Cowl(angle=90, color=Col1){W:Cowl(angle=45, color=Col1){}}}}}}}
      N:Cowl(angle=90, option=1){N:Cowl(angle=-90, color=Extr){W:Cowl(angle=-46, color=Col1){}
      S:Cowl(color=Extr){W:Cowl(angle=-46, color=Col1){}S:Cowl(color=Extr){W:Cowl(angle=-46, color=Col1){}}}}}
      }}

      E:Frame(option=1){E:RudderF(angle=HandleF, option=1){W:Frame(option=1){
      N:Frame(angle=10, option=1){N:Frame(angle=160, spring=SPR, damper=DMP, option=1){N:Frame(option=1){
      N:Frame(option=1){N:Frame(angle=-160, spring=SPR, damper=DMP, option=1){N:Frame(angle=-10, option=1){
      E:Wheel(angle=-90, power=-Engine, brake=Brake, option=1, effect=3){}}}}}}}}}}
      W:Frame(option=1){W:RudderF(angle=HandleF, option=1){E:Frame(option=1){
      N:Frame(angle=10, option=1){N:Frame(angle=160, spring=SPR, damper=DMP, option=1){N:Frame(option=1){
      N:Frame(option=1){N:Frame(angle=-160, spring=SPR, damper=DMP, option=1){N:Frame(angle=-10, option=1){
      W:Wheel(angle=-90, power=Engine, brake=Brake, option=1, effect=3){}}}}}}}}}}
      S:Frame(option=1){S:Weight(){
      E:Frame(option=1){E:RudderF(angle=HandleC, option=1){W:Frame(option=1){
      N:Frame(angle=10, option=1){N:Frame(angle=160, spring=SPR, damper=DMP, option=1){N:Frame(option=1){
      N:Frame(option=1){N:Frame(angle=-160, spring=SPR, damper=DMP, option=1){N:Frame(angle=-10, option=1){
      E:Wheel(angle=-90, power=-Engine, brake=Brake, option=1, effect=3){}}}}}}}}}}
      W:Frame(option=1){W:RudderF(angle=HandleC, option=1){E:Frame(option=1){
      N:Frame(angle=10, option=1){N:Frame(angle=160, spring=SPR, damper=DMP, option=1){N:Frame(option=1){
      N:Frame(option=1){N:Frame(angle=-160, spring=SPR, damper=DMP, option=1){N:Frame(angle=-10, option=1){
      W:Wheel(angle=-90, power=Engine, brake=Brake, option=1, effect=3){}}}}}}}}}}
      S:Frame(option=1){

      E:Cowl(angle=-120, option=1){E:Cowl(angle=120, option=1){
      S:Cowl(angle=-70, option=5, color=Int){N:Cowl(angle=-60, color=Int){E:Cowl(option=3, color=Int){S:Cowl(angle=-60, option=5, color=Int){}}}}
      N:Cowl(angle=-90, option=1){
      N:Cowl(angle=90, color=Col1){E:Cowl(color=Col1){E:Cowl(angle=90, color=Col1){E:Cowl(angle=45, color=Col1){}}}
      S:Cowl(color=Col1){E:Cowl(color=Col1){E:Cowl(angle=90, effect=#a000){E:Cowl(angle=45, color=Col1){}}}
      S:Cowl(color=Col1){E:Cowl(color=Col1){E:Cowl(angle=90, color=Col1){E:Cowl(angle=45, color=Col1){}}}}}}}
      N:Cowl(angle=90, option=1){N:Cowl(angle=-90, color=Extr){E:Cowl(angle=-46, color=Col1){}
      S:Cowl(color=Extr){E:Cowl(angle=-46, color=Col1){}S:Cowl(color=Extr){E:Cowl(angle=-46, color=Col1){}}}}}
      }}
      W:Cowl(angle=-120, option=1){W:Cowl(angle=120, option=1){
      S:Cowl(angle=-70, option=5, color=Int){N:Cowl(angle=-60, color=Int){W:Cowl(option=4, color=Int){S:Cowl(angle=-60, option=5, color=Int){}}}}
      N:Cowl(angle=-90, option=1){
      N:Cowl(angle=90, color=Col1){W:Cowl(color=Col1){W:Cowl(angle=90, color=Col1){W:Cowl(angle=45, color=Col1){}}}
      S:Cowl(color=Col1){W:Cowl(color=Col1){W:Cowl(angle=90, effect=#a000){W:Cowl(angle=45, color=Col1){}}}
      S:Cowl(color=Col1){W:Cowl(color=Col1){W:Cowl(angle=90, color=Col1){W:Cowl(angle=45, color=Col1){}}}}}}}
      N:Cowl(angle=90, option=1){N:Cowl(angle=-90, color=Extr){W:Cowl(angle=-46, color=Col1){}
      S:Cowl(color=Extr){W:Cowl(angle=-46, color=Col1){}S:Cowl(color=Extr){W:Cowl(angle=-46, color=Col1){}}}}}
      }}

      S:Weight(){
      E:Frame(option=1){E:RudderF(angle=HandleR, option=1){W:Frame(option=1){
      N:Frame(angle=10, option=1){N:Frame(angle=160, spring=SPR, damper=DMP, option=1){N:Frame(option=1){
      N:Frame(option=1){N:Frame(angle=-160, spring=SPR, damper=DMP, option=1){N:Frame(angle=-10, option=1){
      E:Wheel(angle=-90, power=-Engine, brake=Brake, option=1, effect=3){}}}}}}}}}}
      W:Frame(option=1){W:RudderF(angle=HandleR, option=1){E:Frame(option=1){
      N:Frame(angle=10, option=1){N:Frame(angle=160, spring=SPR, damper=DMP, option=1){N:Frame(option=1){
      N:Frame(option=1){N:Frame(angle=-160, spring=SPR, damper=DMP, option=1){N:Frame(angle=-10, option=1){
      W:Wheel(angle=-90, power=Engine, brake=Brake, option=1, effect=3){}}}}}}}}}}
      S:Frame(option=1){S:Weight(){

      E:Cowl(angle=-120, option=1){E:Cowl(angle=120, option=1){
      S:Cowl(angle=-70, option=5, color=Int){N:Cowl(angle=-60, color=Int){E:Cowl(option=3, color=Int){S:Cowl(angle=-60, option=5, color=Int){}}}}
      N:Cowl(angle=-90, option=1){
      N:Cowl(angle=90, color=Col1){E:Cowl(color=Col1){E:Cowl(angle=90, color=Col1){E:Cowl(angle=45, color=Col1){}}}
      S:Cowl(color=Col1){E:Cowl(color=Col1){E:Cowl(angle=90, effect=#a000){E:Cowl(angle=45, color=Col1){}}}
      S:Cowl(color=Col1){E:Cowl(color=Col1){E:Cowl(angle=90, color=Col1){E:Cowl(angle=45, color=Col1){}}}
      S:Cowl(angle=90, effect=#a000){E:Cowl(color=Col1){}S:Cowl(color=Col1){E:Cowl(option=4, color=Col1){}
      E:Cowl(angle=-1, option=4, color=#ff0000, effect=Stop){}}}}}}}
      N:Cowl(angle=90, option=1){N:Cowl(angle=-90, color=Extr){E:Cowl(angle=-46, color=Col1){}
      S:Cowl(color=Extr){E:Cowl(angle=-46, color=Col1){}S:Cowl(color=Extr){E:Cowl(angle=-46, color=Col1){}}}}}
      }}
      W:Cowl(angle=-120, option=1){W:Cowl(angle=120, option=1){
      S:Cowl(angle=-70, option=5, color=Int){N:Cowl(angle=-60, color=Int){W:Cowl(option=4, color=Int){S:Cowl(angle=-60, option=5, color=Int){}}}}
      N:Cowl(angle=-90, option=1){
      N:Cowl(angle=90, color=Col1){W:Cowl(color=Col1){W:Cowl(angle=90, color=Col1){W:Cowl(angle=45, color=Col1){}}}
      S:Cowl(color=Col1){W:Cowl(color=Col1){W:Cowl(angle=90, effect=#a000){W:Cowl(angle=45, color=Col1){}}}
      S:Cowl(color=Col1){W:Cowl(color=Col1){W:Cowl(angle=90, color=Col1){W:Cowl(angle=45, color=Col1){}}}
      S:Cowl(angle=90, effect=#a000){W:Cowl(color=Col1){}S:Cowl(angle=-1, option=2, color=#ffffff, effect=Back){}
      S:Cowl(color=Col1){W:Cowl(option=3, color=Col1){}
      W:Cowl(angle=-1, option=3, color=#ff0000, effect=Stop){}}}}}}}
      N:Cowl(angle=90, option=1){N:Cowl(angle=-90, color=Extr){W:Cowl(angle=-46, color=Col1){}
      S:Cowl(color=Extr){W:Cowl(angle=-46, color=Col1){}S:Cowl(color=Extr){W:Cowl(angle=-46, color=Col1){}}}}}
      }}

      E:Frame(option=1){E:RudderF(angle=HandleRR, option=1){W:Frame(option=1){
      N:Frame(angle=10, option=1){N:Frame(angle=160, spring=SPR, damper=DMP, option=1){N:Frame(option=1){
      N:Frame(option=1){N:Frame(angle=-160, spring=SPR, damper=DMP, option=1){N:Frame(angle=-10, option=1){
      E:Wheel(angle=-90, power=-Engine, brake=Brake, option=1, effect=3){}}}}}}}}}}
      W:Frame(option=1){W:RudderF(angle=HandleRR, option=1){E:Frame(option=1){
      N:Frame(angle=10, option=1){N:Frame(angle=160, spring=SPR, damper=DMP, option=1){N:Frame(option=1){
      N:Frame(option=1){N:Frame(angle=-160, spring=SPR, damper=DMP, option=1){N:Frame(angle=-10, option=1){
      W:Wheel(angle=-90, power=Engine, brake=Brake, option=1, effect=3){}}}}}}}}}}
}}
}}
}}
}}
}}}}
}}

Script
{

   print 0,"LAMB HDOR 10x10 5.6 TDi Intercooler Common Rail Smart Steer (Dark Grey)"
   print 1,"Hi! Thanks for using a LAMB product!"

   print 3,"Up arriow = flat out"
   print 4,"Left and Right to steer"
   print 5,"W and S to change Gear"
   print 6,"G and B to steering option"
   print 7,"Z and X ton look around (Ctrl+F10 view)"
   print 8,"C to toggle Virtual Dashboard"
   print 10,"Drive safe!"

   if View=(360){
   View=(0)}

   STS=_MOD(STS+_KEYDOWN(13)-_KEYDOWN(11),7)

   if STS=(0){
   LSLCT=-7
   Mult=1/3}

   if STS=(1){
   LSLCT=-5
   Mult=1/2}

   if STS=(2){
   LSLCT=-3
   Mult=2/3}

   if STS=(3){
   LSLCT=0
   Mult=1}

   if STS=(4){
   LSLCT=3
   Mult=2/3}

   if STS=(5){
   LSLCT=5
   Mult=1/2}

   if STS=(6){
   LSLCT=7
   Mult=1/3}

   if _KEY(16)>(0){
   View=View-View/(1+_ABS(View))}

   LREAL=LREAL+(LSLCT-LREAL)/(1+_ABS(LSLCT-LREAL)*10)
   ReMult=ReMUlt+(Mult-ReMUlt)/(1+_ABS(MUlt-ReMUlt)*10)
   
   HandleFF=Handle*(5+LREAL)/3*ReMult
   HandleF=Handle*(3+LREAL)/3*ReMult
   HandleC=Handle*LREAL/3*ReMult
   HandleR=Handle*(-3+LREAL)/3*ReMult
   HandleRR=Handle*(-5+LREAL)/3*ReMult

   SPR=1/6
   DMP=1/3

   if _KEY(7)>(0){
   Stop=Stop2}

   if _ABS(Engine)>(0){
   Exhaust=100}

   if _ABS(Engine)=(0){
   Exhaust=0}

   Gear=_MOD(Gear+_KEYDOWN(15)-_KEYDOWN(8),7)

   if _VEL()<=(RPR1*9/8){
   Engine=Flout*M/(1+_POW(G-_VEL(),2)/R)}

   if _VEL()>(RPR1*9/8){
   Engine=Flout*M/(1+_POW(G-_VEL(),2)*2)}

   if Gear=(0){
   Back=Back2
   M=-1
   G=0
   Gs=10
   Gp=-10
   R=10}

   if Gear=(1){
   M=1
   G=0
   Gs=5
   Gp=-100
   R=10}

   if Gear=(2){
   M=1
   G=5
   Gs=10
   Gp=0
   R=10}

   if Gear=(3){
   M=1
   G=10
   Gs=15
   Gp=5
   R=10}

   if Gear=(4){
   M=1
   G=15
   Gs=20
   Gp=10
   R=12}

   if Gear=(5){
   M=1
   G=20
   Gs=25
   Gp=15
   R=12}

   if Gear=(6){
   M=1
   G=25
   Gs=35
   Gp=20
   R=12}

   RPR1=(Gs+G)/2
   RPR2=(Gp+G)/2

   if _VEL()>RPR1 & Gear>(0) & Gear<(6){
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(-1/40,1/4)
   blerf=_LINE2D(-1/40,1/2)
   blerf=_LINE2D(-1/20,7/16)
   blerf=_LINE2D(1/20,7/16)
   blerf=_LINE2D(1/40,1/2)
   blerf=_LINE2D(1/40,1/4)
   blerf=_MOVE2D(0,1/4)
   blerf=_LINE2D(0,1/2)}

   if _VEL()<RPR2 & Gear>(0){
   blerf=_SETCOLOR(#aaaa00)
   blerf=_MOVE2D(-1/40,1/2)
   blerf=_LINE2D(-1/40,1/4)
   blerf=_LINE2D(-1/20,5/16)
   blerf=_LINE2D(1/20,5/16)
   blerf=_LINE2D(1/40,1/4)
   blerf=_LINE2D(1/40,1/2)
   blerf=_MOVE2D(0,1/4)
   blerf=_LINE2D(0,1/2)}

   Combat=_MOD(Combat+_KEYDOWN(6),2)

//SPEED
   if Combat>(0){
   VMes=_TORAD(_VEL()/40*180)
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(11/20,9/10)
   blerf=_LINE2D(-11/20,9/10)
   blerf=_MOVE2D(9/20*_COS(_PI()/10),9/10-9/20*_SIN(_PI()/10))
   blerf=_LINE2D(11/20*_COS(_PI()/10),9/10-11/20*_SIN(_PI()/10))
   blerf=_MOVE2D(9/20*_COS(_PI()/5),9/10-9/20*_SIN(_PI()/5))
   blerf=_LINE2D(11/20*_COS(_PI()/5),9/10-11/20*_SIN(_PI()/5))
   blerf=_MOVE2D(9/20*_COS(3*_PI()/10),9/10-9/20*_SIN(3*_PI()/10))
   blerf=_LINE2D(11/20*_COS(3*_PI()/10),9/10-11/20*_SIN(3*_PI()/10))
   blerf=_MOVE2D(9/20*_COS(2*_PI()/5),9/10-9/20*_SIN(2*_PI()/5))
   blerf=_LINE2D(11/20*_COS(2*_PI()/5),9/10-11/20*_SIN(2*_PI()/5))
   blerf=_MOVE2D(9/20*_COS(_PI()/2),9/10-9/20*_SIN(_PI()/2))
   blerf=_LINE2D(11/20*_COS(_PI()/2),9/10-11/20*_SIN(_PI()/2))
   blerf=_MOVE2D(9/20*_COS(3*_PI()/5),9/10-9/20*_SIN(3*_PI()/5))
   blerf=_LINE2D(11/20*_COS(3*_PI()/5),9/10-11/20*_SIN(3*_PI()/5))
   blerf=_MOVE2D(9/20*_COS(7*_PI()/10),9/10-9/20*_SIN(7*_PI()/10))
   blerf=_LINE2D(11/20*_COS(7*_PI()/10),9/10-11/20*_SIN(7*_PI()/10))
   blerf=_MOVE2D(9/20*_COS(4*_PI()/5),9/10-9/20*_SIN(4*_PI()/5))
   blerf=_LINE2D(11/20*_COS(4*_PI()/5),9/10-11/20*_SIN(4*_PI()/5))
   blerf=_MOVE2D(9/20*_COS(9*_PI()/10),9/10-9/20*_SIN(9*_PI()/10))
   blerf=_LINE2D(11/20*_COS(9*_PI()/10),9/10-11/20*_SIN(9*_PI()/10))
   blerf=_SETCOLOR(#ffffff)
   blerf=_MOVE2D(0,9/10)
   blerf=_LINE2D(-1/8*_COS(Vmes+_PI()/36),9/10-1/8*_SIN(Vmes+_PI()/36))
   blerf=_LINE2D(-1/2*_COS(Vmes),9/10-1/2*_SIN(Vmes))
   blerf=_LINE2D(-1/8*_COS(Vmes-_PI()/36),9/10-1/8*_SIN(Vmes-_PI()/36))
   blerf=_LINE2D(0,9/10)

//RMPs
   RPM=_TORAD(_VEL()/(1+RPR1)*270)
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(3/2,0)
   blerf=_LINE2D(3/2,-1/4)
   blerf=_LINE2D(3/2-1/4*_SIN(_PI()/10),-1/4*_COS(_PI()/10))
   blerf=_LINE2D(3/2-1/4*_SIN(_PI()/5),-1/4*_COS(_PI()/5))
   blerf=_LINE2D(3/2-1/4*_SIN(3*_PI()/10),-1/4*_COS(3*_PI()/10))
   blerf=_LINE2D(3/2-1/4*_SIN(2*_PI()/5),-1/4*_COS(2*_PI()/5))
   blerf=_LINE2D(3/2-1/4*_SIN(_PI()/2),-1/4*_COS(_PI()/2))
   blerf=_LINE2D(3/2-1/4*_SIN(3*_PI()/5),-1/4*_COS(3*_PI()/5))
   blerf=_LINE2D(3/2-1/4*_SIN(7*_PI()/10),-1/4*_COS(7*_PI()/10))
   blerf=_LINE2D(3/2-1/4*_SIN(4*_PI()/5),-1/4*_COS(4*_PI()/5))
   blerf=_LINE2D(3/2-1/4*_SIN(9*_PI()/10),-1/4*_COS(9*_PI()/10))
   blerf=_LINE2D(3/2-1/4*_SIN(_PI()),-1/4*_COS(_PI()))
   blerf=_LINE2D(3/2+1/4*_SIN(9*_PI()/10),-1/4*_COS(9*_PI()/10))
   blerf=_LINE2D(3/2+1/4*_SIN(4*_PI()/5),-1/4*_COS(4*_PI()/5))
   blerf=_SETCOLOR(#ff0000)
   blerf=_LINE2D(3/2+1/4*_SIN(7*_PI()/10),-1/4*_COS(7*_PI()/10))
   blerf=_LINE2D(3/2+1/4*_SIN(3*_PI()/5),-1/4*_COS(3*_PI()/5))
   blerf=_LINE2D(3/2+1/4*_SIN(_PI()/2),-1/4*_COS(_PI()/2))
   blerf=_LINE2D(3/2+1/4*_SIN(2*_PI()/5),-1/4*_COS(2*_PI()/5))
   blerf=_LINE2D(3/2+1/4*_SIN(3*_PI()/10),-1/4*_COS(3*_PI()/10))
   blerf=_LINE2D(3/2+1/4*_SIN(_PI()/5),-1/4*_COS(_PI()/5))
   blerf=_LINE2D(3/2+1/4*_SIN(_PI()/10),-1/4*_COS(_PI()/10))
   blerf=_LINE2D(3/2,-1/4)
   BLERF=_setcolor(#ffffff)
   blerf=_MOVE2D(3/2,0)
   blerf=_LINE2D(3/2-1/16*_SIN(RPM+_PI()/36),-1/16*_COS(RPM+_PI()/36))
   blerf=_LINE2D(3/2-1/4*_SIN(RPM),-1/4*_COS(RPM))
   blerf=_LINE2D(3/2-1/16*_SIN(RPM-_PI()/36),-1/16*_COS(RPM-_PI()/36))
   blerf=_LINE2D(3/2,0)

//GearBOX Display
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(7/8,-1/6)
   blerf=_LINE2D(7/8,1)
   blerf=_LINE2D(17/16,1)
   blerf=_LINE2D(17/16,-1/6)
   blerf=_LINE2D(7/8,-1/6)
   blerf=_MOVE2D(7/8,0)
   blerf=_LINE2D(17/16,0)
   blerf=_MOVE2D(7/8,1/6)
   blerf=_LINE2D(17/16,1/6)
   blerf=_MOVE2D(7/8,1/3)
   blerf=_LINE2D(17/16,1/3)
   blerf=_MOVE2D(7/8,1/2)
   blerf=_LINE2D(17/16,1/2)
   blerf=_MOVE2D(7/8,2/3)
   blerf=_LINE2D(17/16,2/3)
   blerf=_MOVE2D(7/8,5/6)
   blerf=_LINE2D(17/16,5/6)
   blerf=_MOVE2D(57/64,-5/36)
   blerf=_LINE2D(57/64,-1/36)
   blerf=_LINE2D(15/16,-1/36)
   blerf=_LINE2D(15/16,-1/12)
   blerf=_LINe2D(57/64,-1/12)
   blerf=_LINE2D(15/16,-5/36)
   blerf=_MOVE2D(57/64,1/36)
   blerf=_LINE2D(57/64,5/36)
   blerf=_MOVE2D(57/64,7/36)
   blerf=_LINE2D(57/64,11/36)
   blerf=_MOVE2D(59/64,7/36)
   blerf=_LINE2D(59/64,11/36)
   blerf=_MOVE2D(57/64,13/36)
   blerf=_LINE2D(57/64,17/36)
   blerf=_MOVE2D(59/64,13/36)
   blerf=_LINE2D(59/64,17/36)
   blerf=_MOVE2D(61/64,13/36)
   blerf=_LINE2D(61/64,17/36)
   blerf=_MOVE2D(57/64,19/36)
   blerf=_LINE2D(57/64,23/36)
   blerf=_MOVE2D(59/64,23/36)
   blerf=_LINE2D(15/16,19/36)
   blerf=_LINE2D(61/64,23/36)
   blerf=_MOVE2D(59/64,29/36)
   blerf=_LINE2D(15/16,25/36)
   blerf=_LINE2D(61/64,29/36)
   blerf=_MOVE2D(57/64,35/36)
   blerf=_LINE2D(58/64,31/36)
   blerf=_LINE2D(59/64,35/36)
   blerf=_MOVE2D(61/64,31/36)
   blerf=_LINE2D(61/64,35/36)
   blerf=_SETCOLOR(#ffffff)
   blerf=_MOVE2D(31/32,(-1+Gear)/6+1/36)
   blerf=_LINE2D(67/64,(-1+Gear)/6+1/36)
   blerf=_LINE2D(67/64,(-1+Gear)/6+5/36)
   blerf=_LINE2D(31/32,(-1+Gear)/6+5/36)
   blerf=_LINE2D(31/32,(-1+Gear)/6+1/36)
   blerf=_LINE2D(67/64,(-1+Gear)/6+5/36)

//STEERING
   blerf=_SETCOLOR(#00ff00)
   blerf=_MOVE2D(-1,-1/2)
   blerf=_LINE2D(-1,1/2)
   blerf=_MOVE2D(-11/10,1/2)
   blerf=_LINE2D(-9/10,1/2)
   blerf=_MOVE2D(-11/10,-1/2)
   blerf=_LINE2D(-9/10,-1/2)
   blerf=_MOVE2D(-11/10,0)
   blerf=_LINE2D(-9/10,0)
   blerf=_MOVE2D(-11/10,3/10)
   blerf=_LINE2D(-9/10,3/10)
   blerf=_MOVE2D(-11/10,-3/10)
   blerf=_LINE2D(-9/10,-3/10)
   blerf=_MOVE2D(-1,-3/5)
   blerf=_LINE2D(-1,-4/5)
   blerf=_MOVE2D(-11/10,-7/10)
   blerf=_LINE2D(-9/10,-7/10)
   blerf=_MOVE2D(-1,3/5)
   blerf=_LINE2D(-1,4/5)
   blerf=_MOVE2D(-11/10,7/10)
   blerf=_LINE2D(-9/10,7/10)
   blerf=_SETCOLOR(#ffffff)
   STP=-LREAL/10
   blerf=_MOVE2D(-6/5,STP-1/20)
   blerf=_LINE2D(-4/5,STP-1/20)
   blerf=_LINE2D(-4/5,STP+1/20)
   blerf=_LINE2D(-6/5,STP+1/20)
   blerf=_LINE2D(-6/5,STP-1/20)
   blerf=_LINE2D(-4/5,STP+1/20)}

}

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LAMB HDOR Mk. V Empty Re: LAMB HDOR Mk. V

Post by Maurice Wed Sep 26, 2012 12:23 pm

It's very, um... bouncy.
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LAMB HDOR Mk. V Empty Re: LAMB HDOR Mk. V

Post by Echo_Delta_Oscar Mon Oct 01, 2012 9:53 am

Yes, it is. I'm having fun with suspension settings. Other than that, I wanted it to be as Off-Road as it could be, thus bouncy. However, you could change the parameters SPR and DMP inside the script to let it fit your taste.
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LAMB HDOR Mk. V Empty Re: LAMB HDOR Mk. V

Post by Rainman Wed Oct 03, 2012 8:56 am

I like this little wanderer quite a bit, and would be interested in seeing a militarized version of it. Wink My only real quibble is that I think the default steering sensitivity setting is too high- I tend to consistently lower it down to two steps from the bottom and leave it there.

Oh, right. Also that it doesn't seem to have any brakes. That's a bit of a problem. Wink

You mention that you're using variables to control the spring and damper settings- are these a flat variable so you can easily change out the constant settings for all the wheels, or have you thought to try scripting them so that they'll bounce when needed to absorb sudden shocks, but stiffen in order to smooth out the ride when driving fast or on relatively even surfaces?

Meanwhile, I'd like to submit this as the HDOR's themesong. Wink
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LAMB HDOR Mk. V Empty Re: LAMB HDOR Mk. V

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