Jump to content
Sign in to follow this  
[frl]myke

Object levitation - stick to the ground, basterd

Recommended Posts

8KvjYJXG_lI



Ok, as you see, the behaviour of the object isn't..uhm, let's say "acceptable". :D

I will list what i have so far.

MLOD:
- 5 Resolution LOD's
- Shadow LOD
- Memory LOD
- Landcontact LOD including points for land contact
- Geometry LOD, 3 cubes named Component01 to 03, Mass applied: 250kg
- View Geometry LOD, convex & closed
- Fire Geometry LOD, convex and closed

Model.cfg:


class CfgSkeletons {
   class lightcycle_skeleton {
       isDiscrete=1;
       skeletonInherit="";
       skeletonBones[]= {
           "frontwheel","",
           "rearwheel","",
           "steer",""
       };
   };
};
class CfgModels {
   class Default {
       sectionsInherit="";
       sections[]={};
   };
   class lightcycle: Default {
       sections[]= {"paint"};
       skeletonName="lightcycle_skeleton";
       class Animations {
           class FrontWheel {
               type            = "rotationX";
               source            = "wheel";
               selection        = "frontwheel";
               axis            = "axis_frontwheel";
               memory             = 1;
               animPeriod        = 0;
               sourceAddress    = "loop";
               minValue        = 0;
               maxValue        = 1;
               angle0           = 0;
               angle1            = "rad -360";
           };
           class BackWheel: FrontWheel {
               selection        = "rearwheel";
               axis            = "axis_rearwheel";
           };
           class DrivingWheel {
               type            = "rotation";
               source            = "drivingWheel";
               selection        = "steer";
               axis            = "axis_steering";
               memory            = 1;
               animPeriod        = 0;
               minValue        = -1;
               maxValue        = 1;
               angle0            = 18;
               angle1            = -18;
           };
       };
   };
};



Please note that the steering anim is just a fake, animating just a unrelated point as i don't want the frontwheel to actually steer. That's why in the model.cfg the frontwheel isn't linked to the steer as it is normally.

config.cpp


class CfgPatches {
   class FRL_Lightcycle {
       units[] = {};
       weapons[] = {};
       requiredVersion = 1.54;
       requiredAddons[] = {"CAWheeled3"};
   };
};
class cfgAddons {
   access=1;
   class PreloadBanks {};
   class PreloadAddons {
       class FRL_LightcycleAdded {
           list[]= {"FRL_Lightcycle"};
       };
   };
};
class CfgVehicles {
   class Motorcycle;
   class FRL_LightCycleOrange: Motorcycle {
       scope = 2;
       model = "\FRL_Lightcycle\lightcycle";
       icon = "\FRL_Lightcycle\icons\lightcycle_ico.paa";
       picture = "\FRL_Lightcycle\icons\lightcycle_pic.paa";
       mapsize = 4;
       displayName = "Lightcycle (Orange)";
       vehicleClass = "Car";

       soundEngine[] = {"\CA\wheeled3\data\sound\motocross6_lukas.wss", db0, 1.0};
       memoryPointsGetInDriver = "pos driver";
       memoryPointsGetInDriverDir = "pos driver dir";
       crew = Civilian;
       transportSoldier = 0;
       side = 3; //East.
       fuelCapacity = 50; //Standard motorcycle, confirm.
       maxSpeed = 800; //Standard motorcycle, confirm.
       threat[] = {0.5, 0.5, 0.5};
       DriverAction = Bike_Driver;
       CargoAction[] = {Bike_Cargo};

       extCameraPosition[]={0,0,-3};

       damperDamping = 3;
       damperSize = 0.05;

       armor=50;

       hiddenSelections[] = {"paint"};
       hiddenSelectionsTextures[] = {"\FRL_lightcycle\tex\lightcycle_tron_co.paa"};
       class Damage {
           tex[]={};
           mat[]={
               "FRL_lightcycle\rvmat\lightcycle_rv.rvmat",
               "FRL_lightcycle\rvmat\lightcycle_damage_rv.rvmat",
               "FRL_lightcycle\rvmat\lightcycle_destroyed_rv.rvmat"
           };
       };
   };
   class FRL_LightCycleYellow: FRL_LightCycleOrange {
       displayName = "Lightcycle (Yellow)";
       hiddenSelectionsTextures[] = {"\FRL_lightcycle\tex\lightcycle_flynn_co.paa"};
   };
   class FRL_LightCycleRed: FRL_LightCycleOrange {
       displayName = "Lightcycle (Red)";
       hiddenSelectionsTextures[] = {"\FRL_lightcycle\tex\lightcycle_ram_co.paa"};
   };
   class FRL_LightCycleBlue: FRL_LightCycleOrange {
       displayName = "Lightcycle (Blue)";
       hiddenSelectionsTextures[] = {"\FRL_lightcycle\tex\lightcycle_blue_co.paa"};
   };
};




Also here please take note that most of the config is a copy/paste from BI's TT650G Motorcycle.


If anyone has a idea how i can nail this basterd to the ground, please let me know.

And just in case you missed it: yes, GEO LOD has mass, 250kg.

Share this post


Link to post
Share on other sites

Frankly, that's obviously a geo lod problem, the mass isn't correctly taken into account. What happens when you walk close to the object ? I would redo the geo from scratch.

Share this post


Link to post
Share on other sites

I see what you mean although i can't imagine what could be wrong. There are 4 cubes (can't do anything simpler as i know shapes have to be as simple as possible), each cube is named Component01, Component02 and Component03. Mass is applied and says 250kg.

Screenshot of O2 Geo LOD: https://dl.dropbox.com/u/9367994/o2_screen_geo_lod.png >100kb

Collision detection does work, i can't walk through the model. This confirms that at least the named selections are correct and working as expected.

Share this post


Link to post
Share on other sites

Why don't i see the center of gravity ?

Did you try to increase the mass to see what happens ?

Did you try the "Component convex hull" command ? In fact what i would do is copy and paste a low res lod in the geo lod and use the "Component convex hull" command. IIRC, i had problem once with too simple geo lod on non static models (as strange as it may seem...).

Edited by ProfTournesol

Share this post


Link to post
Share on other sites
Why don't i see the center of gravity ?

Because O2 is in DX draw mode. Counterchecked that, center of mass is present when i switch DX off. To test it, i changed mass of the 4 topmost points to 200kg (without changing total mass) and center of mass moved upwards accordingly.

Did you try to increase the mass to see what happens ?

Not yet. I remember having a similar issue once with one of my missiles. I accidentaly forgot to apply any mass and the missile behaved strange. It didn't accelerate (keeping impulse from launching plane) nor did it got slower once engine burn time was over. Applying mass did solve the problem back then.

Did you try the "Component convex hull" command ? In fact what i would do is copy and paste a low res lod in the geo lod and use the "Component convex hull" command. IIRC, i had problem once with too simple geo lod on non static models (as strange as it may seem...).

Will give it a try, thanks for your input.

:EDITH:

Tried what you suggested but the result remains the same. I've tried once with the fire geo lod and once with the lowest resolution LOD, applied "Component convex hull" and raised mass to 300 (BI Motocycle having 280kg) but the result remains as shown in the vid.

Edited by [FRL]Myke

Share this post


Link to post
Share on other sites
Why don't i see the center of gravity ?

Probably because he has his O2 viewport in DirectX mode... never fear... it'll be there, you just can't see it in that screenshot atm.

@Myke... Do you have a proxy in the GeoLoD yet for the 'driver' or is it just hidden in the screenshot. If not, try defining one and rebuilding. Although it won't be hurting your model.cfg in the CfgModel section you have it inheriting from class Default which you have defined just above. You don't really need to do that because your class Default basically defines nothing at all.

Was there anything interesting in the build.log? When you're testing it in-game is there anything in the runtime.log?

-Sy.

PS. Oh, and where is the CoG of the model atm?

Edited by Synide

Share this post


Link to post
Share on other sites

You have damper damping etc in cpp, but in model.cfg no dampers are defined ,this won't help

Also I think simulation =. Is missing from .cpp. , I am iPhone sorry can't see. Also wreck type is not being defined

Bicycle is very delicate of course in physics because of its nature ,therefore it's imperative to ensure damage takes place properly , with suck low armour , the bike is dead with 1 shot so because , hit points and fire/ geo properties are not defined it shall carry on taking damage from bullet .

If not model problem I believe to many shortcuts taken in config is result .

First solution is to mirror arma 1 mlod from motorbike , this iirc had quite a large number of land contact points also not just a couple, also you can see model.cfgd there is a bit more complex too.

Edited by Thromp

Share this post


Link to post
Share on other sites
Do you have a proxy in the GeoLoD yet for the 'driver' or is it just hidden in the screenshot.

There isn't a proxy driver in any LOD. The bike is closed and i can't be arsed to create a Cockpit for this bike. But i'll give it a try to create a proxy.

Was there anything interesting in the build.log?

Nothing that i would consider interesting but what do i know. ;)

Cannot register unknown string STR_STATE_HEALSOLDIER
Cannot register unknown string STR_STATE_FIRST_AID
Cannot register unknown string STR_UI_RADARRANGE
Cannot register unknown string STR_ACTION_LAUNCHCM
Cannot register unknown string STR_ACTION_NEXTCM
Cannot register unknown string STR_USRACT_ACTION_CONTEXT
Cannot register unknown string STR_USRACT_OPTICS_MODE
Cannot register unknown string STR_USRACT_ZEROING_UP
Cannot register unknown string STR_USRACT_ZEROING_DOWN
Cannot register unknown string STR_USRACT_NETWORK_DS_INTERFACE
Cannot register unknown string STR_USRACT_BULD_TERRAIN_RAISE_10CM
Cannot register unknown string STR_USRACT_BULD_TERRAIN_LOWER_10CM
Cannot register unknown string STR_USRACT_BULD_TERRAIN_RAISE_50CM
Cannot register unknown string STR_USRACT_BULD_TERRAIN_LOWER_50CM
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_0
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_1
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_2
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_3
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_4
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_5
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_6
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_7
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_8
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_9
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_10
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_11
Cannot register unknown string STR_DISP_LEFT
Cannot register unknown string STR_DIFF_CAMERA_SHAKE
Cannot register unknown string STR_FREETRACK
Cannot register unknown string STR_ADDON_ACTIONS_INSTALL_CORE
Cannot register unknown string STR_ADDON_ACTIONS_INSTALL_MOD
Cannot register unknown string STR_ADDON_ACTIONS_PLAY_MISSION
Cannot register unknown string STR_ADDON_ACTIONS_TRY_ENTITY
Cannot register unknown string STR_ADDON_ACTIONS_TRY_WEAPON
Cannot register unknown string STR_MSG_ADDON_NOT_FOUND
Cannot register unknown string STR_MSG_ADDON_CANNOT_OPEN
Cannot register unknown string STR_MSG_ADDON_UNKNOWN_PRODUCT
Cannot register unknown string STR_INCOMPATIBLE_LOAD_GAME_ATTEMPT
Warning: CfgVehicles missing in PreloadConfig - may slow down vehicle creation
Warning: CfgAmmo missing in PreloadConfig - may slow down vehicle creation
Warning: CfgNonAIVehicles missing in PreloadConfig - may slow down vehicle creation
<model = "p:\frl_lightcycle\lightcycle.p3d">
Warning: p:\frl_lightcycle\lightcycle.p3d:0 Error while trying to generate ST for points: 2428, 2003, 2004
Warning: p:\frl_lightcycle\lightcycle.p3d:0 Error while trying to generate ST for points: 2428, 2004, 2429
Warning: p:\frl_lightcycle\lightcycle.p3d:0 Error while trying to generate ST for points: 2429, 2446, 2428
Warning: p:\frl_lightcycle\lightcycle.p3d:0 Error while trying to generate ST for points: 2446, 2429, 2463
Warning: p:\frl_lightcycle\lightcycle.p3d:0 Error while trying to generate ST for points: 3489, 3473, 3472
Warning: p:\frl_lightcycle\lightcycle.p3d:0 Error while trying to generate ST for points: 3489, 3472, 3488
Warning: p:\frl_lightcycle\lightcycle.p3d:2 Error while trying to generate ST for points: 980, 981, 978
Warning: p:\frl_lightcycle\lightcycle.p3d:2 Error while trying to generate ST for points: 980, 978, 979
Warning: p:\frl_lightcycle\lightcycle.p3d:2 Error while trying to generate ST for points: 981, 982, 977
Warning: p:\frl_lightcycle\lightcycle.p3d:2 Error while trying to generate ST for points: 981, 977, 978
Warning: p:\frl_lightcycle\lightcycle.p3d:3 Error while trying to generate ST for points: 265, 260, 261
Warning: p:\frl_lightcycle\lightcycle.p3d:3 Error while trying to generate ST for points: 265, 261, 267
Warning: p:\frl_lightcycle\lightcycle.p3d:3 Error while trying to generate ST for points: 270, 264, 263
Warning: p:\frl_lightcycle\lightcycle.p3d:3 Error while trying to generate ST for points: 270, 263, 268
Warning: p:\frl_lightcycle\lightcycle.p3d:3 Error while trying to generate ST for points: 268, 263, 260
Warning: p:\frl_lightcycle\lightcycle.p3d:3 Error while trying to generate ST for points: 268, 260, 265
Warning: p:\frl_lightcycle\lightcycle.p3d:3 Error while trying to generate ST for points: 267, 261, 264
Warning: p:\frl_lightcycle\lightcycle.p3d:3 Error while trying to generate ST for points: 267, 264, 270
Warning: p:\frl_lightcycle\lightcycle.p3d:3 Error while trying to generate ST for points: 260, 259, 261
Warning: p:\frl_lightcycle\lightcycle.p3d:3 Error while trying to generate ST for points: 263, 264, 262
Warning: p:\frl_lightcycle\lightcycle.p3d:3 Error while trying to generate ST for points: 269, 270, 268
Warning: p:\frl_lightcycle\lightcycle.p3d:3 Error while trying to generate ST for points: 266, 265, 267
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 51, 52, 43
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 51, 43, 50
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 54, 44, 37
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 54, 37, 53
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 50, 43, 42
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 50, 42, 49
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 153, 147, 146
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 153, 146, 152
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 151, 143, 152
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 150, 153, 143
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 152, 143, 153
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 149, 150, 143
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 148, 143, 151
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 148, 149, 142
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 34, 33, 28
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 34, 28, 29
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 34, 29, 30
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 34, 30, 35
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 35, 30, 31
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 35, 31, 36
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 49, 42, 41
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 49, 41, 48
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 48, 41, 40
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 48, 40, 47
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 47, 40, 39
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 47, 39, 46
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 36, 31, 52
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 36, 52, 51
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 32, 27, 28
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 32, 28, 33
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 46, 39, 38
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 46, 38, 45
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 53, 27, 32
Warning: p:\frl_lightcycle\lightcycle.C:\Program Files\Bohemia Interactive\Tools\BinMake\CfgConvertFileChng\CfgConvertFileChng.exe returned error 22: Invalid argument
Convert model p:\frl_lightcycle\lightcycle.p3d -> C:\Users\Myke\AppData\Local\Temp\ARMAaddons\frl_lightcycle\lightcycle.p3d
p3d:4 Error while trying to generate ST for points: 53, 32, 54
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 45, 38, 37
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 45, 37, 44
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 147, 145, 144
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 147, 144, 146
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 148, 144, 145
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 148, 145, 149
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 141, 137, 136
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 141, 136, 140
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 139, 135, 137
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 139, 137, 141
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 140, 136, 134
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 140, 134, 138
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 138, 134, 135
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 138, 135, 139
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 113, 87, 96
Warning: p:\frl_lightcycle\lightcycle.p3d:4 Error while trying to generate ST for points: 113, 96, 122
Cannot load material file ca\data\penetration\ironplate.rvmat.
Cannot load material file ca\data\penetration\ironplate.rvmat
</model>
Creating texture headers file...
13 texture headers saved to file "C:\Users\Myke\AppData\Local\Temp\ARMAaddons\frl_lightcycle\texHeaders.bin"
w:\C_branch\Poseidon\Arrowhead\El\FileServer\fileServer.cpp(2513) : Assertion failed 'req->RefCounter()==1'

This is the whole log, nothing left out.

When you're testing it in-game is there anything in the runtime.log?

I guess you mean the rpt. Nothing at all:

=====================================================================
== C:\Program Files\Bohemia Introllactive\ArmA 2\arma2oa.exe
== "C:\Program Files\Bohemia Introllactive\ArmA 2\arma2oa.exe" -nosplash
=====================================================================
Exe timestamp: 2012/07/25 23:39:21
Current time:  2012/08/29 17:15:40

Version 1.62.95248
Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon
Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\wlk\non\non\amovpercmwlksnonwnondf.rtm differs (looped now 1)! MoveName: amovpercmrunsnonwbindf_rfl

You have damper damping etc in cpp, but in model.cfg no dampers are defined ,this won't help

As said, the actual copy is a copy from a BI Motorcycle. At first i had another but in the process of bughunting i've copy/pasted this one and only changed what needed to be changed.

:EDITH:

Almost forgot:

PS. Oh, and where is the CoG of the model atm?

Actually quite in the center of the model, slightly above wheel axis height.

Edited by [FRL]Myke

Share this post


Link to post
Share on other sites

hmm well the tt50 inherits the Motorcycle and yours does not , therefore your missing a hell of a lot.

for example tt50 would inherit like so

class Rotation;

class CfgSkeletons

{

class MotorcycleSkeleton;

class TT650: MotorcycleSkeleton

{};

};

class CfgModels

{

class Motorcycle;

class TT650: Motorcycle

{};

};

if you want to inherit from scratch then m1130 is better .

class CfgSkeletons

{

class Vehicle;

class m1030: Vehicle

{

skeletonInherit="";

skeletonBones[]=

{

"volant",

"",

"ukaz_rychlo",

"volant",

"ukaz_rychlo2",

"volant",

"ukaz_rpm",

"volant",

"pravy predni tlumic nerot",

"",

"pravy predni tlumic",

"volant",

"pravy zadni tlumic",

"",

"Pravy predni",

"Pravy predni tlumic",

"Pravy zadni",

"pravy zadni tlumic",

"OtocVez",

"",

"OtocHlaven",

"OtocVez",

"stojanek",

"",

"WheelStandFront",

"Pravy predni tlumic",

"WheelStandBack",

"Pravy zadni tlumic"

};

};

};

class CfgModels

{

class Vehicle;

class m1030: Vehicle

{

sectionsInherit="";

sections[]=

{

"ammo",

"sklo predni p",

"sklo predni l",

"zadni svetlo",

"brzdove svetlo",

"spz",

"zbytek",

"karoserie",

"palivo",

"Pravy predni",

"Pravy zadni"

};

skeletonName="m1030";

class Animations

{

class IndicatorSpeed

{

type="rotation";

source="speed";

selection="ukaz_rychlo";

axis="osa_rychlo";

memory="false";

animPeriod=0;

minValue=0;

maxValue="140 / 3.6";

angle0=0;

angle1="rad 280";

};

class IndicatorSpeed2

{

type="rotation";

source="speed";

selection="ukaz_rychlo2";

axis="osa_rychlo2";

memory="false";

animPeriod=0;

minValue=0;

maxValue=16.670000;

angle0=0;

angle1="rad -240";

};

class IndicatorRPM

{

type="rotation";

source="rpm";

selection="ukaz_rpm";

axis="osa_rpm";

memory="false";

animPeriod=0;

minValue=0;

maxValue=1;

angle0=0;

angle1="rad -340";

};

class DrivingWheel

{

type="rotation";

source="drivingWheel";

selection="volant";

axis="volant osa";

memory="true";

animPeriod=0;

minValue=-1;

maxValue=1;

angle0=18;

angle1=-18;

};

class Support

{

type="rotationX";

source="support";

selection="stojanek";

axis="osa stojanku";

memory="true";

animPeriod=0;

angle0="rad 90";

angle1=0;

};

class WheelStandFront

{

type="translationY";

source="support";

selection="WheelStandFront";

minValue=0.000000;

maxValue=0.055000;

};

class WheelStandBack

{

type="translationY";

source="support";

selection="WheelStandBack";

minValue=0.000000;

maxValue=0.055000;

};

class FrontWheel

{

type="rotationX";

source="wheel";

selection="Pravy predni";

axis="Pravy predni osa";

memory="true";

animPeriod=0;

sourceAddress="loop";

minValue=0;

maxValue=1;

angle0=0;

angle1="rad -360";

};

class BackWheel: FrontWheel

{

selection="Pravy zadni";

axis="Pravy zadni osa";

};

class FrontWheelDamperVirt

{

type="translationY";

source="FrontDamper";

selection="pravy predni tlumic nerot";

axis="";

animPeriod=0;

minValue=-1000;

maxValue=1000;

};

class FrontWheelDamper: FrontWheelDamperVirt

{

source="FrontDamper";

selection="pravy predni tlumic";

};

class BackWheelDamper: FrontWheelDamperVirt

{

source="BackDamper";

selection="pravy zadni tlumic";

};

};

};

};

Share this post


Link to post
Share on other sites

I'm inheriting only in config.cpp from base class "Motorcycle" as is the TT650G/C. The model.cfg is from made from scratch and should do it. So actually i do not "missing a hell of a lot".

Share this post


Link to post
Share on other sites
I'm inheriting only in config.cpp from base class "Motorcycle" as is the TT650G/C. The model.cfg is from made from scratch and should do it. So actually i do not "missing a hell of a lot".

looks like you`ve got it covered

hope it works out. i was merely trying to say , if your inheriting in the .cpp then your model.cfg and Model itself must also have be right or the simulation wont always work.

Share this post


Link to post
Share on other sites

I'm quite out of ideas. Tested in the meantime with driver proxy added, raised mass to 10'000 but nothing changed at all. If someone could take a look i would appreciate it.

Download: **obsolete**

Edited by [FRL]Myke

Share this post


Link to post
Share on other sites

Forget everything, problem solved (hopefully): it was one of the most feared PEBKAC issues.

Long story short. Yesterday i've added a new SSD and moved everything from BI to this SSD. In the registry i've changed all paths to the new location of the files. But i forgot one important place: arma2oa.cfg.

Why was that important? Well, in this config file, the location of modfolders is saved. And there, it still pointed to the HDD while i was PBO'ing to the SSD. So when launching the game, it constantly loaded a old version from the HDD instead the new from SSD.

Anyone in need of a new table? Almost new, just a few "minor" bitemarks in it.

You all are officially allowed to call me "stupid noob". :D

Share this post


Link to post
Share on other sites

I've done that... Several times... I know exactly how you feel.

Share this post


Link to post
Share on other sites
So what trouble had the old file ? Small weight ?

Can't exactly say but as far as i remember, the loaded version didn't had any mass.

:EDITH:

Just to confirm: thread starter was indeed just stupid. Now loading the correct addon, everything works as intended.

Edited by [FRL]Myke

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×