Help with new lifting/jack rules

That all makes sense. Thanks, Breligar!

Sure thing, happy to be of help.

[quote=“BeerBeer, post:15, topic:11800”]^Tip of my hat to you, sir. That does the trick. So, uhhh, what’s the weight limit for boom crane?
The file data\json\vehicleparts\engineering.json just reads:
“qualities”: [ [ “LIFT”, 4 ], [ “JACK”, 12 ] ],[/quote]
I’d compare it to the jacks that have lifted weight capacities. Look at their stats, look at their weight rating in game, and see if there’s any correlation.

I doubt there is a direct correlation, or that that correlation ends at the highest level,
You see the levels like that on a lot of tools, and it tends to only be a “this level required for X” relationship where to make [Item] you need tool with at least (#) level __ing and to make [item 2] (better higher “level” item) you need tool with at least (#+1) level ___ing and onward as far as that tool can have levels.

Normally this just makes it so you can’t make high “level” items with makeshift tools like that duct-tape wrapped scrap metal “screwdriver” and “hammer” you made in the forest and if I under stand them correctly only act as tag checks ordered by how effective they are. Though there are probably some exceptions to this, I would not expect jacks to be one of them due to the variety of “types”

The lift capacity of a screw jack, scissor lift jack, hydraulic jack, etc… do not directly correlate weights in any fashion other than if you are going to lift something heavier than X, making a lesser “style” of jack that can lift that is impractically inefficient. In this way you will likely see “random”-ish jumps in stats based on the lifting capacity of their practical real-world counterparts.

[quote=“Litppunk, post:44, topic:11800”]I doubt there is a direct correlation, or that that correlation ends at the highest level,
You see the levels like that on a lot of tools, and it tends to only be a “this level required for X” relationship where to make [Item] you need tool with at least (#) level __ing and to make [item 2] (better higher “level” item) you need tool with at least (#+1) level ___ing and onward as far as that tool can have levels.

Normally this just makes it so you can’t make high “level” items with makeshift tools like that duct-tape wrapped scrap metal “screwdriver” and “hammer” you made in the forest and if I under stand them correctly only act as tag checks ordered by how effective they are. Though there are probably some exceptions to this, I would not expect jacks to be one of them due to the variety of “types”

The lift capacity of a screw jack, scissor lift jack, hydraulic jack, etc… do not directly correlate weights in any fashion other than if you are going to lift something heavier than X, making a lesser “style” of jack that can lift that is impractically inefficient. In this way you will likely see “random”-ish jumps in stats based on the lifting capacity of their practical real-world counterparts.[/quote]

Actually they do directly correlate in game. Jacking quality 3 can lift 3000 kg. Bottle Jack is Jacking 6, it can lift 6000 kg.

You can edit the jacking quality in the engineering.json or was it engineer.json I forgot which.

I edited the bottle jack quality to like 60 Hey look it can now lift 60,000 kg. IRL jacks, specially bottle jacks have vary different amounts they can lift, as they come in various sizes.

It’s still a point where it does actually lift the WHOLE vehicle in Cata DDA which is so wrong, it lifts that point and shifts the weight onto the other tires.

hey! that’s an idea! what if trailer-hook will have ability of the driver seat and drive controls and gave driver temporarily strength of - err - let it be 1000 of strength, and drive of the truck with "G"rabbed trailer? game physics can do this?
on the ancients wind ships place of a driver is on the back of the ship, isn’t it?

hmm… i’will try this.

stay tuned for updates, people© :wink:

Hurrah, it exploded! © "Karlsson. who lives on the roof"
in short, it did not work :slight_smile:

for some reason, a shopping cart, which I hooked, I “unhooked”, when I sit on the scooter’s sit.
the scooter was a little altered. i move the controls on rear wheel and put the seat also on the rear wheel, so that it was theoretically possible to “one hand” to control driving, and, at the same time, the “second hand” - dragging the cart.

but it fails :frowning: cart still stand and i go without dragging cart.

One could debug his STR to 1000, and then ride a unicycle and grab a car, to see how this would work out.

NOT na-'a…
it did not helps. i first sit on the modded scooter by ^6 ang ^Grab the cart. and try to drive.
cart stands on the their place.

and first i ^Grabbed cart and ^6sit on scooter.

about strength - shopping cart i can drag with 10 of strength.
strength in here not plays nothing… i think so…

i change strength to 10000 and try to drag scoolbus - you cannot! - says me the game - its very cumbersome.

strength plays their role, maybe, if car is small - but which size game-engine count as too cumbersome for me? - it is a question!(c)