Jump to content

Thegeorgegman

Member
  • Posts

    28
  • Joined

  • Last visited

Reputation Activity

  1. Like
    Thegeorgegman got a reaction from Geras in Beeverdoid   
    I suggest appling Cruise control to car's. Now it's easy to have accident, and cruise control was popular in US in 70's. It would be great to see some rare car's with this option. But I think that rebuilding the power system in the game would be great. Even with alternate power supply options and transformers for player redirection. (Even with the possibility of destroying the transformer to cut the area from the electricity)
     
    Ref to Wiki
    "Following the 1973 oil crisis and rising fuel prices, the device became more popular in the U.S.[8] "Cruise control can save gas by avoiding surges that expel fuel" while driving at steady speeds.[8] In 1974, AMC, GM, and Chrysler priced the option at $60 to $70, while Ford charged $103."
  2. Spiffo
    Thegeorgegman reacted to Magic Mark in Beeverdoid   
    Neat idea to add survival-style upgrades, but if you want some consistency with the realism in the game there are changes you immediately need to make to those designs.
     
    Yeah, sure, if this was a blanket no-realism game, if you are willing to throw realism out of the window or at the very least heavily penalize the driving ability for the vehicles, those are fine.
     
    Let's get the immediate objective issues out of the way first, followed by what I think would work very well.
     
    -Cow catchers and other "plow" modifications on cars - good way to make sure you bend your frame as soon as you hit something. None of these are designed to hit anything above a low speed either. Not an efficient survival option. This is often why most real attempts at actual waste land machines aim for ground clearance, not decreasing it. I don't think you guys will be implementing full body-on-chassis rebuilds to make this work, but it should be pointed out.
     
    Oh, and let's not forget that you will clip that (and bend your frame) and tear it off on any bump where the ground clearance of the car would already be challenged. Running over a corpse is especially inefficient with that, even worse off than the car would have already been. This would only really affect things positively on heavy, high-torque vehicles (big rigs, where these upgrades can actually be seen used in a real context) and implemented for moving larger objects at lower speed (and not running through zed).
     
    -You can't cover the wheel that turns with a flat piece of metal as that prevents your wheels from turning outward. This is why you would only see those half-fender covers on older cars on the rear wheels exclusively.
     
    -Window coverings: Yeah, with what you showed for the 'high end' modification, reduce visibility to roughly 10% overall. Too over the top otherwise. You should consider an alternative that is much more sparse, that still has visibility issues overall.
     
    -Making the body heavy should make your handling noteably more sluggish and your vehicle slower over all. A variant of that upgrade that uses metal bars could also work well.
     
    -Welding a mask onto your car? Never open your hood again. If you are looking to reinforce those by welding sheets onto it, you should consider localizing it to the individual parts and make maintenance take longer for having to navigate that.
     
    -Roof rack is fine (but should add weight as a fair trade-off)
     
    -Brush guards are fine, but that design could apply more to reduce the loss of speed when driving through smaller trees and zed than negating damage.
     
    -With all of the auto parts and aftermarkets in the US, you should really consider upgrades for the interior of the vehicle as well as under the hood. You should acknowledge that performance aftermarket exhausts often do no such thing for reducing noise. Appropriate aftermarket parts (i.e. brush gaurds for trucks) should also be rare finds that look much more professional than shoddy weld-work.
     
    -Consider roof lights
     
    Other than that, really happy to see this coming in!
  3. Like
    Thegeorgegman got a reaction from DramaSetter in Community Vehicle Suggestions   
    In old sitcom comedy Maried whith children from 1987 to 1997 they show Bundy drive's his old Dodge. And Rich neighbour's ride their BMV, Mercedes. Modern car's now are great. But in most richer neigbous'r should be parked cars like lincoln, bigger SUV"s (Suburban), and some modern pickup's (current one resembles 1970 model's).  In trailer park's could be car's like bundy car. In High Middle more expensive car's. Modern Car's should be placed in shop's parking lot's.  
    And the car's should give player more confort (Richer more than rest in rest and pain due to long drive)




  4. Like
    Thegeorgegman reacted to Minnigin in RELEASED: Vehicle Test 41   
    wrong pavement textures for parking lot outside of golf course
  5. Like
    Thegeorgegman got a reaction from Magic Mark in Community Vehicle Suggestions   
    In old sitcom comedy Maried whith children from 1987 to 1997 they show Bundy drive's his old Dodge. And Rich neighbour's ride their BMV, Mercedes. Modern car's now are great. But in most richer neigbous'r should be parked cars like lincoln, bigger SUV"s (Suburban), and some modern pickup's (current one resembles 1970 model's).  In trailer park's could be car's like bundy car. In High Middle more expensive car's. Modern Car's should be placed in shop's parking lot's.  
    And the car's should give player more confort (Richer more than rest in rest and pain due to long drive)




  6. Like
    Thegeorgegman got a reaction from halkaze in RELEASED: Vehicle Test 41   
    I there going to be any change log comming soon ? I liked to read them every thursday
     
  7. Like
    Thegeorgegman reacted to arkahys in RELEASED: Vehicle Test 41   
    Talk already about car can cross light pillar, but they can cross stairs too.
    So with the lake pathfading of zombies on "no falling stairs" even a 1/3 height i used.
    ( Zombies attack stairs ? Don't see any do that yet )
    Become the perfect door for players and car, and wall for zombies. 
    Bugs can be tested on spiffo space here.
     
    When buid floor, i can do a line of many wooden floor without support under. It break a little realism of bridge effect. When i see a 4 tiles woodenfloor long, it's seems hold in the void, same for 6/8 wooden floor with fences.
    May add constraint such :  for build a woodenfloor, a connected woodenfloor on 2 tiles N,E ( 2+ 1tiles S,W for the on the edge effect and not affect multiplicator ) around must have a pillar or wall on floor above. 
    But this seems more realist with fences, (bridge between houses), then add distance x4 for each wooden floor who get 2 fences or wall on it could balance things. Add some bonus tiles for metal floor.
    Then to do a bridge without pillar between two houses, you have to start from a side, then go to the other side to build and finish bridge.
     
    I don't know if i talk about all of this in a topic : add a floor to safehouse (make a floor in attic, the ceiling part) isn't considered as safehouse.
    With the not powered if not in the space of the original building bug, ( attic floor is powered because ceiling but not safehouse part) can't get power on floor above attic.
    Think safehouse and powered tiles/wall should be concidered by coping (or screed, translate doubt) and applied on all floors above. Less rooftop for safehouse , if this is unwanted.
    Could easily resolve playermade safehouses ability (with just a restriction on the surface and tiles distance of other specified building area and safehouse) and restrictive powered zone.

    Edit (answers posted between redaction):
    waiting to see compost / lags in West Point !
     
  8. Like
    Thegeorgegman reacted to arkahys in RELEASED: Vehicle Test 41   
    in this version, seeding carrots are the only things where i got something when harvested (tested with matures tomatoes,  matures strawberries, matures potatoes) crepes store is the only place where can find milk (with good chances) out of houses. but no one in westpoint, so I have many difficulty , even with using  at max respawn, pass some day with many generators around in a neighborhood. May "the drake and chrystal pie place" could have the same chance as crepes s store ? ( because making cake use milk !)  frame doors, doors (without more hinge need), fences and floor should be upgradable as WoodenWall and WoodenWindowWall. instead of destruct them to rebuild at lvl3. But woodenWall and WoodenWindowWall should propose only "build wall" and "build windows" as frame doors, doors, fences and floor (and build the higher level automatically) add the health points in the info build window (icon and requested items) of buidable objects ? the metal counter at 11898x6878 is straight, should be corner (hidden behind a wall)  
    Compost :
    can cross compost as a tree ( very slowly, but can walk on it) if i add something to the compost every 2 days, never give compost... Wait from 1 month on spiffospace . (IRL you put rotten above, and take fresh compost above) so may should transform old rotten in fresh compost close to fresh added rotten food. on spiffo space (don't know in SP) if i put food no rotten (but no fresh), they "become rotten" only when i watch in composter (i see all the "rotten" refresh) I put  pickles (wasn't on purpose), 1week after, when i see it, i can take and eat the pickles or put in in fridge. it's detail, but non-perishable food may be rotten with that ?  
     
    on the transfert problem (prefere to say what wasn't say before, in case) :
    50 stack transfert doesn't work with "transfert all" button, if use this method, the transfert is done 1 by 1 as before update pot (and other) filled with soiled water and pur water are concidered same in inventory (same stack). it's the case for me where i lost items almost times, when transfert just purified water or purified water close to soiled water. fourniture objects (shelves, curtains,  carpets) are concidered as same object during transfert.  
    car should "dance" as drive off-road when pass on zombies
     
    Barrels + sink trick (try just now on spiffospace):
    so if i place a sink, and floor above a barrel (or 8) on one of 8 tiles close to where i place the sink, the sink give water after cutoff. cool but :
    water is purified, not soiled (if changed, drink should advertise that we drink soiled water) the visual empting of barrel work but neither info buble nor capacity. have to reconnect to refresh barrels status (so with a barrel who have 3%, can fill many times the same pot to fill entire). 8 barrels empty one by one starting by them behind, but if i place a barrels directly above the sink, this one isn't emtpied.
  9. Pie
    Thegeorgegman got a reaction from Pandorea in RELEASED: Vehicle Test 41   
    You can drive by stock pile of stones.  And rendering of the map is worsen than day of first build, my car stop every black block (engine shut off)

  10. Pie
    Thegeorgegman got a reaction from NorthRoad in RELEASED: Vehicle Test 41   
    You can drive by stock pile of stones.  And rendering of the map is worsen than day of first build, my car stop every black block (engine shut off)

  11. Like
    Thegeorgegman got a reaction from Octopus in RELEASED: Vehicle Test 41   
    I agree with Kim, since when story (On Tv and radio) population quickly died. So it's posible to have abonded car's on intersection's (Red light) so trafic get clogged (In first minute's of zombies apocalypse you would leave your car to check what happening with driver ahead)
  12. Like
    Thegeorgegman got a reaction from halkaze in RELEASED: Vehicle Test 41   
    I agree with Kim, since when story (On Tv and radio) population quickly died. So it's posible to have abonded car's on intersection's (Red light) so trafic get clogged (In first minute's of zombies apocalypse you would leave your car to check what happening with driver ahead)
  13. Like
    Thegeorgegman reacted to Magic Mark in RELEASED: Vehicle Test 41   
    All traffic jams appear to have been firebombed as 90-95% are destroyed.
     
    Every single traffic accident being like that is relatively illogical unless there is an implication that the military meticulously bombed every single buildup of cars without leaving any behind, so you should consider including a separate type of jam that's simply a buildup of traffic.
     
    Additionally, you should consider not having every single car ditched on the side of the road being near - destroyed. Maybe create two different states - crashed VS abandoned, with the standard fluctuation of how much gas is in the tank / none at all. There are just as many reasons for a car to be abandoned and still functional as one that has been in a traffic accident.
  14. Spiffo
    Thegeorgegman reacted to halkaze in RELEASED: Vehicle Test 41   
    Do you have any plans for like police roadblock?

     

  15. Like
    Thegeorgegman got a reaction from NorthRoad in Community Vehicle Suggestions   
    In old sitcom comedy Maried whith children from 1987 to 1997 they show Bundy drive's his old Dodge. And Rich neighbour's ride their BMV, Mercedes. Modern car's now are great. But in most richer neigbous'r should be parked cars like lincoln, bigger SUV"s (Suburban), and some modern pickup's (current one resembles 1970 model's).  In trailer park's could be car's like bundy car. In High Middle more expensive car's. Modern Car's should be placed in shop's parking lot's.  
    And the car's should give player more confort (Richer more than rest in rest and pain due to long drive)




  16. Like
    Thegeorgegman got a reaction from DicheBach in RELEASED: Vehicle Test 41   
    I have one idea about vehicles build, it would be nice to have more traffic signt's like etc.  left turn, right turn (until of corse you damage the sign). To make road's more real, and give player some idea to slow down before turn.  Some speed limit sings would be great too
     
    And I notice that command to span Mail Van is not working. Rest of car's spawn
     
    And I can't open a trunk even with a car key, trunk opion inside a car don;t work too
     
  17. Like
    Thegeorgegman got a reaction from Jason132 in RELEASED: Vehicle Test 41   
    I have one idea about vehicles build, it would be nice to have more traffic signt's like etc.  left turn, right turn (until of corse you damage the sign). To make road's more real, and give player some idea to slow down before turn.  Some speed limit sings would be great too
     
    And I notice that command to span Mail Van is not working. Rest of car's spawn
     
    And I can't open a trunk even with a car key, trunk opion inside a car don;t work too
     
  18. Like
    Thegeorgegman got a reaction from Soul Filcher in RELEASED: Vehicle Test 41   
    I have one idea about vehicles build, it would be nice to have more traffic signt's like etc.  left turn, right turn (until of corse you damage the sign). To make road's more real, and give player some idea to slow down before turn.  Some speed limit sings would be great too
     
    And I notice that command to span Mail Van is not working. Rest of car's spawn
     
    And I can't open a trunk even with a car key, trunk opion inside a car don;t work too
     
  19. Spiffo
    Thegeorgegman got a reaction from trombonaught in RELEASED: Vehicle Test 41   
    I have one idea about vehicles build, it would be nice to have more traffic signt's like etc.  left turn, right turn (until of corse you damage the sign). To make road's more real, and give player some idea to slow down before turn.  Some speed limit sings would be great too
     
    And I notice that command to span Mail Van is not working. Rest of car's spawn
     
    And I can't open a trunk even with a car key, trunk opion inside a car don;t work too
     
  20. Spiffo
    Thegeorgegman reacted to NorthRoad in RELEASED: Vehicle Test 41   
    Wow, so many fixes and changes, that's all way more than I expected. Fantastic!
     
    Could you give an example of using the addvehicle command? help says it's addvehicle \"script"\ \"user or x.y.z"\, but I'm unsure of what to put in \"script"\. Can I use this to spawn a specific colour/skin of a vehicle too?
  21. pillow
    Thegeorgegman got a reaction from NorthRoad in RELEASED: Vehicle Test 41   
    I and my friend's have the same problem.  Only when I am the only player on server then every thing is working. I have still the same problem, that game synchronization fail's after 5-15 min of game whith another players. Car's dissaper (If not i can't turn them on/off) zombies to. Stuff in container's is still there.
  22. Like
    Thegeorgegman got a reaction from Fixx in RELEASED: Vehicle Test 41   
    Fire's make server unplayeble. If you come near zombies on fire. 
    After new bug fix, on normal lot settings. In house's are no loot. only books, and tools. Only loot i notce are on gas station and zippie market
  23. Spiffo
    Thegeorgegman reacted to Anishka in RELEASED: Vehicle Test 41   
    ЕThe same, no bar in main menu!
  24. Like
    Thegeorgegman got a reaction from Octopus in Community Vehicle Suggestions   
    In old sitcom comedy Maried whith children from 1987 to 1997 they show Bundy drive's his old Dodge. And Rich neighbour's ride their BMV, Mercedes. Modern car's now are great. But in most richer neigbous'r should be parked cars like lincoln, bigger SUV"s (Suburban), and some modern pickup's (current one resembles 1970 model's).  In trailer park's could be car's like bundy car. In High Middle more expensive car's. Modern Car's should be placed in shop's parking lot's.  
    And the car's should give player more confort (Richer more than rest in rest and pain due to long drive)




  25. Like
    Thegeorgegman got a reaction from Tails in Community Vehicle Suggestions   
    In old sitcom comedy Maried whith children from 1987 to 1997 they show Bundy drive's his old Dodge. And Rich neighbour's ride their BMV, Mercedes. Modern car's now are great. But in most richer neigbous'r should be parked cars like lincoln, bigger SUV"s (Suburban), and some modern pickup's (current one resembles 1970 model's).  In trailer park's could be car's like bundy car. In High Middle more expensive car's. Modern Car's should be placed in shop's parking lot's.  
    And the car's should give player more confort (Richer more than rest in rest and pain due to long drive)




×
×
  • Create New...