SilEighty 13 Posted December 17, 2013 Hey I get the following error at the main menu and when I go into the editor, these are the only air vehicles I see. Share this post Link to post Share on other sites
Redphoenix 1540 Posted December 17, 2013 (edited) Thanks for this bug report! v1.0.2 Hotfix: - Fixed Missing Air vehicles (due to some weird class inheritance issue). Therefore also updated the source files. - Known bug: Guns on the Civilian Ka-60 / Po-30 available - Known bug: Smoke Script for MD-500 (Altis Aerobatic Team) is not working - Known bug: Updated base class for "Helicopter_Base_H->Helicopter_Base_F" - That comes from the fix of this update. I am not able to fix that. Please download the files again. Download (contains both versions): https://dl.dropboxusercontent.com/u/84370332/Refined_Vehicles/Refined_Vehicles.rar Edited December 17, 2013 by RedPhoenix Share this post Link to post Share on other sites
13islucky 10 Posted December 18, 2013 Sorry to not be very smart here, but which one is the one with the real names, is it the @Vehicles_Refined or @Vehicles_Refined_Alt? Share this post Link to post Share on other sites
SilEighty 13 Posted December 18, 2013 @Vehicles_Refined is the one with real names. Share this post Link to post Share on other sites
13islucky 10 Posted December 18, 2013 Thanks for that. Share this post Link to post Share on other sites
Redphoenix 1540 Posted December 18, 2013 'Alt' means here 'Alternative' Share this post Link to post Share on other sites
Redphoenix 1540 Posted December 18, 2013 (edited) So, I'm on vacation for the next couple of weeks but I wanted to spill out a last update for Christmas. Tried with a friend every vehicle to find possible bugs (which we did). v1.0.3BLURFOR: ---> MH-6 Littlebird - lowered fuelConsumptionRate Independent: ---> Leopard 2SG - raised tankTurnForce - raised maxBrakeTorque - added engineBrakeCoef ---> Pandur II 8x8 - raised maxBrakeTorque - set antiRollbarSpeedMin to 0 - raised enginePower - raised peakTorque ---> LGS Fennek - raised peakTorque - raised enginePower - raised fuelConsumptionRate - raised maxBrakeTorque (2000Nm Front Axle, 1000Nm Rear Axle) - raised antiRollbarForceCoef - set antiRollbarSpeedMin - raised springStrength - raised springDamperRate OPFOR: ---> ZIL Punisher M-RAP - GearboxRatios[] - raised ratio for Reverse Gear - raised fuelConsumptionRate ---> Terrex 8x8 - raised enginePower - raised peakTorque - lowered maxBrakeTorque Civilian: ---> Honda TRX-500 - raised maxBrakeTorque ---> Honda Civic - lowered springStrength I also included a small playground for vehicles. It includes Tonics PERFECT Virtual Vehicle Spawner. Thanks so much for creating this! This is a small racetrack for ATVs only. Download for both versions and the maps here: https://dl.dropboxusercontent.com/u/84370332/Refined_Vehicles/Refined_Vehicles.rar Thanks also Foxhound, who constantly keeps up with my "pace" on updates. You are the best! :) Happy Christmas! Edited December 18, 2013 by RedPhoenix Share this post Link to post Share on other sites
Hatchet_AS 201 Posted December 18, 2013 Congrats on the update! Looking forward to checking it out. :D Share this post Link to post Share on other sites
jake_krieger 10 Posted December 18, 2013 Thank you man, have a nice christmas time ! Share this post Link to post Share on other sites
Redphoenix 1540 Posted December 18, 2013 Thanks! Please download the file again. Seems like I haven't included the scripts in the missions. Share this post Link to post Share on other sites
kilroy the nerd 14 Posted December 19, 2013 (edited) EDIT: Nvm, missed the part about Tonic's spawner in the mission. Although, it might do some good to make one mission for testing offroad vehicles (probably the current one) and another to test street vehicles (I suggest around the race track near the airport). Edited December 19, 2013 by Kilroy the Nerd Share this post Link to post Share on other sites
Redphoenix 1540 Posted December 19, 2013 I will include a teleporter Which teleports you to specific areas in the next Version Share this post Link to post Share on other sites
lordprimate 159 Posted December 19, 2013 (edited) I think this mod may be messing some Vic's up.. when i run your mod I get some strange vehicles in the editor.. under blufor support tab there are Two (Fuel) trucks... once i remove this mod everything is back to normal in the blufor support tab . this is just noticed while making a mission. i havent check all the other faction's vic tabs in the editor. After removing the mod and dropping all the support vic's on the map, i relaunched with your mod again. you have named the Ammo truck (Fuel). this was with the real names version Edited December 19, 2013 by Lordprimate Share this post Link to post Share on other sites
wickerman 10 Posted December 19, 2013 a timer missing, time adjustable :o Share this post Link to post Share on other sites
Redphoenix 1540 Posted December 19, 2013 I think this mod may be messing some Vic's up.. when i run your mod I get some strange vehicles in the editor.. under blufor support tab there are Two (Fuel) trucks... once i remove this mod everything is back to normal in the blufor support tab . this is just noticed while making a mission. i havent check all the other faction's vic tabs in the editor. After removing the mod and dropping all the support vic's on the map, i relaunched with your mod again. you have named the Ammo truck (Fuel). this was with the real names version Which vehicles are under the support tab on your end? Share this post Link to post Share on other sites
SilEighty 13 Posted December 19, 2013 Hey, I have a request, not sure if this is possible, but could you include an optional config that removes the automatic braking of vehicles? For example, if I'm driving a vehicle and I swap from the driver seat to the gunner or passenger seat, the vehicle will automatically brake. However back in arma 2, when you swapped from the driver to gunner/passenger seat the vehicle would roll to a stop. Share this post Link to post Share on other sites
Redphoenix 1540 Posted December 23, 2013 In terms of reality it is normal that vehicles are braking when you don't accelerate anymore. This is the engine brake (should be pretty familiar to everyone who owns a car). Share this post Link to post Share on other sites
x3kj 1247 Posted January 17, 2014 (edited) This is the engine brake (should be pretty familiar to everyone who owns a car). with the clutch engaged it would slow down till engine is at idle rpm and then continue with that speed^^ Would be fun ejecting from it, running next to it and then reentering xD Anyway, really nice work RedPhoenix. Driving your vehicles really makes fun. I have also read your guide about custom vehicle configs. I'm currently modelling a few custom vehicles, this will come in handy. großes dankeschön dafür. I think test track will also be very usefull... Edit: I guess there is no way to lock differentials? I just got stuck with the pandur 8x8 on the 2 big concrete triangles wedged between mud hills... Also, do you know if there is a solution for vehicles cut power to the engine if you steer above a certain degree? This is one of my biggest pet peeves with arma. Edited January 18, 2014 by Fennek Share this post Link to post Share on other sites
Redphoenix 1540 Posted January 18, 2014 with the clutch engaged it would slow down till engine is at idle rpm and then continue with that speed^^ Would be fun ejecting from it, running next to it and then reentering xD You can do that. Just set in the config brakeIdleSpeed to 0. Anyway, really nice work RedPhoenix. Driving your vehicles really makes fun. I have also read your guide about custom vehicle configs. I'm currently modelling a few custom vehicles, this will come in handy. großes dankeschön dafür. I think test track will also be very usefull... Thanks. :) Edit: I guess there is no way to lock differentials? I just got stuck with the pandur 8x8 on the 2 big concrete triangles wedged between mud hills... Also, do you know if there is a solution for vehicles cut power to the engine if you steer above a certain degree? This is one of my biggest pet peeves with arma. No, to bad not. I would like to see things like reduction gears, manual shifting, manual clutch, locking difs..... And what do you mean by " cut power to the engine"? btw: I will update the testing ground the next days. With updating the testing ground eca. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted January 18, 2014 Thanks for the ongoing work, and I hope you've been conferring with RHS re: this post. Share this post Link to post Share on other sites
Redphoenix 1540 Posted January 18, 2014 Thanks for the ongoing work, and I hope you've been conferring with RHS re: this post. Maybe not. Maybe. Share this post Link to post Share on other sites
x3kj 1247 Posted January 18, 2014 (edited) And what do you mean by " cut power to the engine"? If you steer 100% to one side and try to accelerate (basically press W and A or D simultaneously) the vehicle won't move, for whatever reason. This is basically with every vehicle, and was also that way in A2 i think. You also hear it when driving at full speed and pressing A or D - the engine cuts power until you release the keys again. If you drive with analog input (mouse, joystick etc), slight chances in steering won't that. I also wonder why tanks can't push themself over certain objects. Their tracks just start spinning slowly and that's it. Best example is that concrete double triangle on your testing ground. Pandur 8x8 got stuck because of differentials. T-100 and Leopard got stuck because their tracks slip. I'm not sure what could reduce that problem. I don't think the test is the problem, i think a tank should be able to handle this without big problems. Maybe this is because the vehicle physx is based on wheels - the track in arma seems as if its just a visual addition. That means, if only a small part of the roadwheels have ground contact, they can't produce enough force for the vehicle to move. Maybe some config magic could solve that problem. Maybe traction could be increased alot? Not sure what side effects that would have however. Or maybe since the simulation doesn't include torque converters, the rpm/ torque curve (not sure if that's the correct translation for "hydrodynamischer leistungswandler") needs to be adjusted? It's just a guess, i haven't really gotten into the details yet. This would explain that the engine does not rev up if the vehicle is blocked -> not enough torque is available for the vehicle to move. A torque converter can produce 2-3.5 times more torque at low engine rpm Edited January 18, 2014 by Fennek Share this post Link to post Share on other sites
Redphoenix 1540 Posted January 18, 2014 If you steer 100% to one side and try to accelerate (basically press W and A or D simultaneously) the vehicle won't move, for whatever reason. This is basically with every vehicle, and was also that way in A2 i think. You also hear it when driving at full speed and pressing A or D - the engine cuts power until you release the keys again. If you drive with analog input (mouse, joystick etc), slight chances in steering won't that. My guess is that this is a game engine thing.... :/ I also wonder why tanks can't push themself over certain objects. Their tracks just start spinning slowly and that's it. Best example is that concrete double triangle on your testing ground. Pandur 8x8 got stuck because of differentials. T-100 and Leopard got stuck because their tracks slip. I'm not sure what could reduce that problem. I don't think the test is the problem, i think a tank should be able to handle this without big problems. Maybe this is because the vehicle physx is based on wheels - the track in arma seems as if its just a visual addition. That means, if only a small part of the roadwheels have ground contact, they can't produce enough force for the vehicle to move. Maybe some config magic could solve that problem. Maybe traction could be increased alot? Not sure what side effects that would have however. You are absolutely right. Tracks aren't tracks, they aren't even there. The carrying wheels are the wheels. So the force does not go into the track, because it is basically not even there. Share this post Link to post Share on other sites
SilEighty 13 Posted January 18, 2014 In terms of reality it is normal that vehicles are braking when you don't accelerate anymore. This is the engine brake (should be pretty familiar to everyone who owns a car). Yeah, but the brakes shouldn't automatically come on, the vehicle should roll to a stop. Share this post Link to post Share on other sites
RSF TheCapulet 59 Posted January 18, 2014 You're not understanding. The brakes don't automatically come on, but neither does the clutch. So the vehicle comes to a quick stop because of engine compression. Share this post Link to post Share on other sites