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Hey

I get the following error at the main menu

PPtT6Y0.jpg

and when I go into the editor, these are the only air vehicles I see.

6Y8lNnX.jpg

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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 by RedPhoenix

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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?

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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).

v1.0.3

BLURFOR:

---> 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!

arma32013-12-1821-08-6bsm2.jpg

arma32013-12-1821-08-bcs03.jpg

This is a small racetrack for ATVs only.

arma32013-12-1821-08-0zsnc.jpg

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 by RedPhoenix

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Thanks!

Please download the file again. Seems like I haven't included the scripts in the missions.

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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 by Kilroy the Nerd

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I will include a teleporter Which teleports you to specific areas in the next Version

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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 by Lordprimate

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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?

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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.

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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).

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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 by Fennek

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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.

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Thanks for the ongoing work, and I hope you've been conferring with RHS re: this post.

Maybe not. Maybe. shifty.gif

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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 by Fennek

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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.

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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.

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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.

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