Jump to content

Magic Mark

Member
  • Posts

    1076
  • Joined

  • Last visited

Everything posted by Magic Mark

  1. Where did you spawn? Spawns are missing from more than a few places right now
  2. I know the heart's in the right place, the concept just doesn't work logically for these specific vehicles. The reason why these vehicles shouldn't have a swappable trunk is the same reason why the pickup truck doesn't.
  3. @RobertJohnson I appreciate the kind words but that is not what I am trying to say. I can survive with the current system, but the whole trunk replacement system is just extremely inconsistent and doesn't make logical sense. I'd be willing to say "I'm fine with this" to just having trunk swaps be between compatible vehicles, but the implication that you are going to take the trunk compartment from a sedan and use it in a station wagon is the equivalent of removing space from the station wagon and stuffing in a container for basically no reason, while removing the rest of the space from the wagon. I'm with you on not making it overly complex but the level of detail here is highly inconsistent, trunk customization should only be for applicable vehicles, not cars that don't use separate compartments at all. Vehicles where the trunk should be a set space and not removable/swappable: Van, Stepvan, Pickup (and pickup with the shell), Station wagon). Everything else, yeah, okay, but not those vehicles, as it is illogical, counterproductive and removes individuality from those specific vehicles. The logic issue is that these vehicles do not have separate compartments for storage, therefore can't be removed and can't be replaced. This isn't even that it's weird to car guys, it just doesn't make sense overall.
  4. I didn't want to ask for too much depth, but I feel the same way as EG in terms of engines not being as detailed as they should be and with everything else. If you want help with the details for this system, I can send what I know via PM again.
  5. The map on this version still is not fixed/updated. There is a tree in front of the door of one of the houses by the country club, among other things. The obvious issue where railings go behind walls still persists.
  6. There shouldn't be a trunk item for those specific vehicles. The amount of space within the rear of the vehicles doesn't change. It also means that found step vans have a capacity of 70, which is the same as other heavy duty vehicles, when in reality there is much more space back there. For example, a station wagon shouldn't have an item tied to the trunk at all, the hatch is still going to open the same way and there is nothing there. Having it be an item means that it somehow has the same capacity as a standard sedan despite having over double the rear space. For those specific vehicles (station wagons, vans, step vans), it is unrealistic to have a trunk compartment item for them as those ones don't have one - just the rear end of the vehicle and the interior. There's no realistic logic being followed for it to work like that for those vehicles. A few people have already suggested this in response to the trunk changes, because a station wagon using the same trunk as it's sedan counterpart is more of an oversight than it is customization. It's actually taking the individuality away from the vehicles as without it the step van is just a slow van with no advantages storage wise, same goes for the regular van and station wagon. If you want to do this in a logical way that makes sense and give these vehicles the individuality the need, have each of these vehicles (Van, Stepvan, Station Wagon) work in the same way the pickup truck does. Have them use a static trunk that reflects their size. For example, the station wagon would have a significantly higher amount of space than the standard trunks. Edit: The pickup van also falls victim to this unrealistic flaw as well. There's no actual trunk there to customize that would alter containment size.
  7. Pickup truck is pretty useless for moving stuff since it's always falling out of it all of the time. I drive 2 pickup trucks, as long as the tailgate is there I can put a container in the box and not have to worry about it flying out. Should only happen to damaged tailgates. The step van, regular van and station wagon shouldn't use trunk compartments as they don't in real life. All that space behind the seats is air, they also both sport doors/hatches to prevent things from falling out. There is no "compartment" you can install in these things as there is nothing back there getting in the way... just empty space.
  8. Made another new game. 1. No cars spawn in Rosewood. 2. The two modern sedans are absolutely nowhere to be found in parking lots. 3. Can't enter in compact car's driver seat.
  9. Can confirm that removing tires removes the air pressure from them. Also, I think mechanical XP should be given for installing and removing parts (under the assumption that this will take a lot longer in implementation). Taking apart a car and rebuilding it is a great way to learn how it works, on top of reading books. Also, XP boost books for mechanical knowledge. There is a ton of great literature for learning about this kind of thing.
  10. Just started a new game and ran through Muldraugh Something may have gone wrong with the spawn changes RJ, the only car that spawned (in driveways and parking lots) was the standard sedan and nothing else.
  11. New feedback and bugs @RobertJohnson 1. The station wagon (and a multitude of other vehicles) should not use trunk parts, like the pickup truck it should just be set, as it uses a hatch/tailgate and doesn't have a trunk compartment, literally just the rest of the vehicle past the seats. The same should go for all "hatch/door" style vehicles that don't actually use trunk compartments, including the Van and Delivery Truck. Worth considering giving the station wagon substantially more trunk space than the regular sedan given that the point of a station wagon's extra body and mass is for that extra space. 2. Standard/Heavy Duty brakes should be interchangeable due to the fact that the main difference here is that one of them is stronger to handle higher weight and exerts higher braking power. By no means are these sport/performance brakes, they are meant to handle a higher vehicle weight. These rotors and calipers aren't really mutually exclusive in terms of installation. More powerful brakes, especially on heavier vehicles such as the station wagon, aren't uncommon. 3. Tried out a new vehicle. Fully charged battery, max quality engine. Refused to start in 3 attempts, and also died within 10 seconds of driving. 2. Police car texture is bugged? 3. Mccoy Logging trucks still use the old textures (see window tint) 4. I set car spawning to low, and every single parking spot is full. 5. Loot in cars doesn't work. I looked in every trunk I could access, as well as every glove box. Items do not spawn in cars. 6. Really weird bug installing brakes on the station wagon. It wouldn't accept my 100% condition found vintage-sport brakes, it would only accept the 87% brakes I removed from it. 7. "Engine Door" should be renamed "Hood"
  12. If that was the case, it wouldn't matter as that is why alternators exist. The car would not start in the first place otherwise.
  13. My current issues with the build, otherwise working quite alright so far: 1. The gross mislayered railings/walls are still present, not in IWBUMS but just the vehicle build. As well as various other map bugs. 2. This directly pertains to mechanics feedback @RobertJohnson This vehicle has 100% engine condition and it suddenly died while driving. Engines randomly dying while driving is an indicator of other major problems within the engine as they don't do that. This random event should be saved just for low quality/damaged engines and nothing else. Also, the big box truck only has a 50 capacity trunk, IMO that should have an extra zero to the end of it as storage is meant to be it's specialty. 3. The newer vehicles should be spread into other zones at almost equal rate of others as newer cars can still be pretty prevalent even in low-income areas.
  14. Just wanted to point out some common stuff about rust. I understand the current texture is likely temporary but if the long-run rendition uses something similar it would be a pretty unrealistic representation of rust. 1. Rust on cars is found around the edges of the panels and bottom-up, not a uniform rust on the entire vehicle. It is also much too extreme in it's current implementation. Rusty cars that aren't ancient are typically visibly rusty on the bottom (undercarriage) and around the edges of affected fenders. This is what a rusty truck tends to look like. Note the bottom-up development of the rust, and how it stops at the panel edges. I imagine that the current rust texture is temporary, but I'm just gonna say anyways that a car that looked like that rust-wise is beyond even the worst case scenario on plenty of levels. Now it may seem like what you have in the game is what a "rusty car" looks like, but trust me, it's much more realistic to have the visible rust around the panel edges, uniform rust never happens unless the vehicle has been pulled out of a lake or something beyond a standard case of rust. For reference, this is what counts as a "rusty, shitted out body" in the mechanic world. This is what a rusty body looks like, and a very bad case at that. 2. I hope you do set the colors manually rather than randomly generate them, because the textures you have so far are actually quite accurate to the period and overall quite good . 3. I also think the newer vehicles should be present in the other zones to some degree, even at a much lower chance. Muldraugh may be a small community but it has a few houses obviously above the poverty line that would have a chance of owning one. I understand zoning isn't done, just thought I'd state it.
  15. Just noticing now that not a single house in Riverside has a mailbox
  16. Magic Mark

    Grave Harvest

    Any chance the pop up headlights on the sports car might function down the line? It does have them, after all.
  17. Magic Mark

    Grave Harvest

    Fantastic! I'm still hoping the updated main build stuff comes to the vehicle build soon.
  18. Magic Mark

    New Model

    Wow, awesome. @RobertJohnson can we expect the new updated fixes/content in the next vehicle build? Really looking forward to playing this on multiplayer.
  19. Well, my post also addressed the slow down that was added in this update. I'm just responding to both of your engagements. My logic was that road material would have an effect on both things. You're right though, I'll wait. No point in jumping the gun for something that's not even out yet
  20. I think a realistic compromise would be for actually driving through foliage (visible rocks/twigs, tall grass and bushes) will cause the degradation over time, as these fears of damage from driving on these roads is non-existent within small towns that have used these to get places for a long time. If damage occurs from using one of these, there is a reason for it, and it's often fixed if it's anything significant. Other than that, there is nothing to actually cause physical or performance-altering damage to your undercarriage. I'm just pointing this knowledge out now so it's not automatically put to the extreme when it's added, because it breaches the line of being unrealistic if this actually deters anyone from using the roads that have been used problem-free for many decades. There's nothing happening there actively damaging and altering the performance of vehicles.
  21. Considering that our car market is nearly the exact same, you're insulting your own stuff. Also, we can import vehicles earlier than you guys can, so that's that too. It's a matter of car neglect, not what road you choose (unless you are going rock climbing/mudding in a hand-me-down Golf). If there was any real concern of driving on these kinds of roads consistently causing damage, there would be a reason for it. Kicking up the uncommon rock on a loose gravel road while going high speed and chipping the paint doesn't count.
  22. Unless you are neglecting your vehicles (or other mechanical problems), there is no situation being created by driving down a flat gravel, dirt or grass road that will damage your undercarriage, suspension, etc. People who have lived in a city or town could easily develop these fears about country driving, but it's a common knowledge and experience in our country community that any fear that parking/driving on grass or using a gravel road to get somewhere will screw up your car is absolute hogwash. Unless there are boulders being left out on those roads, your car will run and drive as fine before and after. The vehicles I've driven for years range from an 81 camaro Z28, 86 chevy truck to an 04 Pontiac Montana (FWD minivan) and an 05 Pontiac pursuit (compact). Whether it's the winding dirt road up to my aunt's land or down the gravel road 2 townships over to our worksite, no harm has been done. The effects of these roads are so menial it's absolutely harmless. Personal anecdotal evidence aside, there is nothing happening there that will do any significant damage to your vehicle, at the time or over time.
  23. Just read that in the future cars will drop in quality for use outside of the street. This should really be re-thought. Many people I visit regularly (including family and the yard of my old house) operate farms that have had gravel and dirt roads around the property and nothing is wrong with those cars. Most vehicles are made with this in mind. There is no situation being created using these kinds of paths as they have no way to actually damage the undercarriage. Parking on the grass and patrolling around the fall fair through the fields isn't going to screw up your ride or even damage the undercarriage either, especially if it's a flat space (and would still apply otherwise in any normal driving scenario). Realistic compromise: Continuously running through 3-feet tall grass and bushes will drop your vehicle in quality over time. However otherwise it is just a matter of fact and experience that unless you are neglecting your car, you will not create a situation that will result in the degradation of your car's body, suspension, undercarriage etc. by driving on this in a flat environment. Chip in the paint at most. It's also worth noting that significant loss of speed should only really occur in mud/dirt, sand and grass, not gravel or packed dirt. I haven't seen what the slowdown is, but I'll try it as soon as the build catches up on MP fixes
×
×
  • Create New...