dezkit 28 Posted January 27, 2014 What is the status on this? Has anybody gotten a working airplane with physx? Are we waiting for something from BIS? I wanna know ;_; Share this post Link to post Share on other sites
chortles 263 Posted January 27, 2014 To some extent, I'm waiting on the BLUFOR and OPFOR jets to see just what exactly BI does on this front; the only Buzzard config entries that seemed to not be 'obviously from Arma 2' to my layman's eye were "driveOnComponent[] = {"wheel_1", "wheel_2", "wheel_3"};", "rudderInfluence = 0.5;", "flapsFrictionCoef = 0.32;", and "minFireTime = 30;". Share this post Link to post Share on other sites
dezkit 28 Posted January 27, 2014 Yeah! I guess we will just have to wait until BIS gives us documentation or we look at their other planes for physx configs. Hopefully it even has physx enabled :P. Share this post Link to post Share on other sites
Redphoenix 1540 Posted January 27, 2014 No, at the moment the physX class planeX is nothing more than the normal plane simulation were the landing gear dampers are working... I hope that they release the "real" planeX class together with the other one/two jets. Share this post Link to post Share on other sites
chortles 263 Posted January 27, 2014 RedPhoenix, that's why I'm waiting on the official jets! (It's two, btw, one BLUFOR and one OPFOR.) Even if airplaneX is just "working dampers", I'm still willing to implement that if it doesn't otherwise mess up gameplay (i.e. taxiing). Share this post Link to post Share on other sites
dezkit 28 Posted January 27, 2014 Wait what??!! You guys got the dampers to work? I did absolutely everything imaginable and I just kept falling through the ground! You guys have to tell me how you got the dampers to work! Share this post Link to post Share on other sites
Redphoenix 1540 Posted January 27, 2014 If I remember correctly Saul and Spartan got them to work with their F-18, you might wanna give ask them via PM. Share this post Link to post Share on other sites
[aps]gnat 28 Posted January 28, 2014 I didn't think F-18 and the Su35 were AirplaneX, hence why the BI respawn function doesn't work. Yes, sinking into the ground was my initial problem, but got past it. My experiments with AirplaneX (unfinished) show you only need to use the standard GEOMETRY LOD, no other PhysX or other geometry lods. I checked BI's own plane, seems to be the same. The wheel names have to match the config definition for the wheels. Geometry wheels also have to be VERY round, otherwise the plane won't roll on the ground. Still aren't happy with various little oddities, hence I'm waiting for a BI sample. FYI, BI's own model.cfg airplane samples; "gear_1_hatch_1", "", "gear_1_hatch_2", "", "gear_1", "", "gear_1_steering", "gear_1", "gear_1_damper", "gear_1_steering", "gear_1_stabil_1", "gear_1_steering", "wheel_1", "gear_1_stabil_1", "gear_1_steering2", "gear_1", "gear_2", "", "gear_2_damper", "gear_2", "gear_2_stabil", "gear_2", "wheel_2", "gear_2_stabil", "gear_2_hatch", "", "gear_3", "", "gear_3_damper", "gear_3", "gear_3_stabil", "gear_3", "wheel_3", "gear_3_stabil", "gear_3_hatch", "", ----------------------------------------- class Gear_1 { type="rotation"; source="Gear"; memory = 1;//by default animPeriod = 0;//Unknown selection="gear_1"; axis="";//"gear_1_axis";//possibly minValue = 0.0;//rad 0.0 maxValue = 0.6;//rad 34.37747 minPhase = 0.0;//rad 0.0 maxPhase = 0.6;//rad 34.37747 angle0 = 0.0;//rad 0.0; angle1 = 0.0;//rad 0.0; // AxisPos[] = {0.0,0.0,0.0}; // AxisDir[] = {1.95,0.0,4.4644298e+030}; // angle = 9.58606e+011; // axisOffset = 4.543662e+030 }; class gear_1_Steering { type="rotation"; source="noseWheelTurn"; memory = 1;//by default animPeriod = 0;//Unknown selection="gear_1_steering"; axis="";//"gear_1_steering_axis";//possibly minValue = -1.0;//rad -57.29578 maxValue = 1.0;//rad 57.29578 minPhase = -1.0;//rad -57.29578 maxPhase = 1.0;//rad 57.29578 angle0 = 0.0;//rad 0.0; angle1 = 0.0;//rad 0.0; // AxisPos[] = {0.0,0.0,0.349066}; // AxisDir[] = {-0.349066,0.0,4.4644298e+030}; // angle = 9.58606e+011; // axisOffset = 4.543662e+030 }; class gear_1_Steering2 { type="rotation"; source="noseWheelTurn"; memory = 1;//by default animPeriod = 0;//Unknown selection="gear_1_steering2"; axis="";//"gear_1_steering2_axis";//possibly minValue = -1.0;//rad -57.29578 maxValue = 1.0;//rad 57.29578 minPhase = -1.0;//rad -57.29578 maxPhase = 1.0;//rad 57.29578 angle0 = 0.0;//rad 0.0; angle1 = 0.0;//rad 0.0; // AxisPos[] = {0.0,0.0,0.24434619}; // AxisDir[] = {-0.24434619,0.0,4.4644298e+030}; // angle = 4.2159938e+024; // axisOffset = 4.296496e+024 }; class gear_1_hatch_1 { type="rotation"; source="Gear"; memory = 1;//by default animPeriod = 0;//Unknown selection="gear_1_hatch_1"; axis="";//"gear_1_hatch_1_axis";//possibly minValue = 0.6;//rad 34.37747 maxValue = 1.0;//rad 57.29578 minPhase = 0.6;//rad 34.37747 maxPhase = 1.0;//rad 57.29578 angle0 = 0.0;//rad 0.0; angle1 = 0.0;//rad 0.0; // AxisPos[] = {0.0,0.0,1.570796}; // AxisDir[] = {0.0,0.0,4.4644298e+030}; // angle = 4.2159938e+024; // axisOffset = 4.296496e+024 }; class gear_1_hatch_2 { type="rotation"; source="Gear"; memory = 1;//by default animPeriod = 0;//Unknown selection="gear_1_hatch_2"; axis="";//"gear_1_hatch_2_axis";//possibly minValue = 0.0;//rad 0.0 maxValue = 0.6;//rad 34.37747 minPhase = 0.0;//rad 0.0 maxPhase = 0.6;//rad 34.37747 angle0 = 0.0;//rad 0.0; angle1 = 0.0;//rad 0.0; // AxisPos[] = {0.0,0.0,-2.0}; // AxisDir[] = {0.0,5.60519e-045/*#DEN*/,4.4644298e+030}; // angle = 1.6468726e+022; // axisOffset = 7.0961603e+022 }; class gear_1_damper { type="translation"; source="altRadar"; memory = 1;//by default animPeriod = 0;//Unknown selection="gear_1_damper"; axis="";//"gear_1_damper_axis";//possibly minValue = 0.0;//rad 0.0 maxValue = 1.0;//rad 57.29578 minPhase = 0.0;//rad 0.0 maxPhase = 1.0;//rad 57.29578 offset0 = 0.0; offset1 = 0.0; // AxisPos[] = {0.0,0.0,0.0}; // AxisDir[] = {0.12,0.0,4.4644298e+030}; // angle = 1.768316e+031; // axisOffset = 1.710484e+025 }; class gear_1_stabil_1 { type="rotation"; source="altRadar"; memory = 1;//by default animPeriod = 0;//Unknown selection="gear_1_stabil_1"; axis="";//"gear_1_stabil_1_axis";//possibly minValue = 0.0;//rad 0.0 maxValue = 1.0;//rad 57.29578 minPhase = 0.0;//rad 0.0 maxPhase = 1.0;//rad 57.29578 angle0 = 0.0;//rad 0.0; angle1 = 0.0;//rad 0.0; // AxisPos[] = {0.0,0.0,0.0}; // AxisDir[] = {0.261799,0.0,4.46442e+030}; // angle = 32818.37; // axisOffset = 1.05042e-038/*#DEN*/ }; Share this post Link to post Share on other sites
dezkit 28 Posted February 2, 2014 (edited) Nevermind, I got it to work. This is what I did: Add simulation="airplanex"; in config.cpp Make a geometry LOD where the wheels are from your 1.00 LOD. Name them something different from the 1.00 LOD, ex: if 1.00 LOD is wheel_1_1 make the geo LOD wheels_1_1. Also there must be a respective ComponentX for that wheel. Copy the geometry LOD and paste it in the geometry physx LOD. Remove the Land Contacts LOD if you have one. And it should work. Hope I helped a few people :D Edited February 2, 2014 by dezkit Share this post Link to post Share on other sites
sakura_chan 9 Posted February 4, 2014 Just a personal observation...AirplaneX is JUNK. It causes major stuttering in flight, it looks like multiplayer lag almost. Take the buzzard out, do some maneuvers and you will see the wing vapor trail make "dashes" instead of a smooth line. This is because the model is actually jumping around! Also, drop a bomb and watch it fall, it will appear to jerk back and forth all over the place. The bomb is actually doing just fine, it is the plane that is twitching around. It is really bad, if you try to fly in formation in singleplayer the other plane will be clunking and jerking along horribly. The first thing I did in A3 was switch the buzzard back to airplane class. Share this post Link to post Share on other sites
chortles 263 Posted February 4, 2014 @ Sakura_Chan: Does this go hand in hand with the aforementioned "ground contact" issues/description provided by dezkit and Gnat? Share this post Link to post Share on other sites