So I think this is ready for a beta release! Download link below.
Use is pretty straightforward. Controls:
F1/2 rotate crane
F3/4 boom up/down
F5/6 hook up/down
F7/8 crane cab tilt
F9/10 Counterweight attacher up/down
F11/12 crab steering
Ctrl F1/2 boom section 1+2
Ctrl F3/4 boom section 3+4
Ctrl F5/6 boom section 5+6
Ctrl F7/8 boom section 7+8
Ctrl F9/10 swing crane cab forward
Ctrl F11/12 Suspension up/down
Shift F1/2 deploy Y-superlift
Shift F3/4 Y-superlift wires to the boom.
You must extend the Y-superlift wires (Shift+F4) BEFORE extending the boom!
Shift F5/6 spread outriggers
Shift F7/8 extend front outriggers
Shift F9/10 extend rear outriggers
Shift F11/12 feet up/down
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How to attach counterweight
Back the crane towards the counterweight, press K to see skeleton view. Lower the attacher with F10 right above the counterweight, and eventually it will autolock. Hold F9 to pull it up.
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Old post-------------------------------------;
No folks, you're not dreaming. I'm bringing up
our 8 year old project again with permission from my old buddy Craneman.
Will include versions with:
- 100m telescopic boom.
- 50m telescopic boom.
- 50m tele boom + fixed jib.
- 50m tele boom + luffing jib.
- All versions will feature Y-superlift and counterweight attachment system, as the counterweight will be spawned separately.
To do:
- Tune the N/B properties of all versions - almost finished on the 100m version.
- Create the luffing jib version. There was an experimental attempt at creating a system for building your own jib, but hook/lockgroups appear to be buggy and will sometimes randomly break the beams of those hook/lock nodes, so it's not worth the effort right now.
- Solve the
counterweight attachment issue.
- Maybe add a few extra meshes and better details, as people today have better computers than back then.
- Hopefully UV map and AO shade the whole thing for easier texture editing and more realistic look. If I ever learn how to use Blender.
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