[evo] dan 79 Posted July 16, 2017 Thanks for the article, good to hear about some of the inner workings of the arma engine too. 1 Share this post Link to post Share on other sites
rksl-rock 1300 Posted July 16, 2017 1 hour ago, wld427 said: what is long..... hard.... and full of................................. oh never mind.... :) Too late I already cracked that joke weeks ago... 7 Share this post Link to post Share on other sites
Polyus 139 Posted July 16, 2017 9 hours ago, rksl-rock said: I played a little game of guess who yesterday with the Facebook and Twitter Followers. This was the result: Naval Warfare in ArmA3: Project 636, “Kilo” Class Sub reveal Damn! That is sweet. Going through this thread really makes me want to get started with modding already. 3 Share this post Link to post Share on other sites
[evo] dan 79 Posted July 16, 2017 I take it those limits apply to other classes, so you could in theory make a destroyer which comes in around 130m max, because they are relatively narrow (20-30m at most) unlike ships like LPD's and CV's which are long and have a high width? Might make it interesting what other ships could be made like that. 1 Share this post Link to post Share on other sites
rksl-rock 1300 Posted July 16, 2017 2 hours ago, [evo] dan said: I take it those limits apply to other classes, so you could in theory make a destroyer which comes in around 130m max, because they are relatively narrow (20-30m at most) unlike ships like LPD's and CV's which are long and have a high width? Might make it interesting what other ships could be made like that. I dont' think so. I've not managed to get anything past 74m. It really is hit and miss. 50m & 64m are a fairly reliable max. But so much depends on your geometry and the weird black magic of the RV game engine that even then it can be a little bit odd and unpredicable. I have a Frigate at 80m bang on and that doesnt work. Yet the Kilo at 74m does. I also have a tender at 66m and that doesnt work. So it really is a bit of black magic. 3 Share this post Link to post Share on other sites
Polyus 139 Posted July 16, 2017 1 minute ago, rksl-rock said: I dont' think so. I've not managed to get anything past 74m. It really is hit and miss. 50m & 64m are a fairly reliable max. But so much depends on your geometry and the weird black magic of the RV game engine that even then it can be a little bit odd and unpredicable. I have a Frigate at 80m bang on and that doesnt work. Yet the Kilo at 74m does. I also have a tender at 66m and that doesnt work. So it really is a bit of black magic. What happens to it? Does it just not move or does it freak out and fly all over the map? Share this post Link to post Share on other sites
CTFRaven 47 Posted July 16, 2017 24 minutes ago, Polyus said: What happens to it? Does it just not move or does it freak out and fly all over the map? Nothing really major happens past the size limits for me. it starts to break down depending on how you approach the geometries, but I've managed to get 110m to work fine on occasion. from my experience at least, non-PhysX objects seem to clip through lods at around 50m, but i have yet to find a definitive dimension that PhysX objects stop interacting, though i imagine it to be about 128m. It may also be based on your CPU clock speed... as for engine interpretations, some hard-coded elements prevent certain functions from running smoothly, like AI path-finding, Artillery computers, etc. 1 Share this post Link to post Share on other sites
rksl-rock 1300 Posted July 17, 2017 7 hours ago, Polyus said: What happens to it? Does it just not move or does it freak out and fly all over the map? Alot depends on the structure of your geometry. But, CTFRaven's answer is pretty definative. The thing about the Geo lod is that it is used differently in different classes of object. The size limit it measured symmetrically around the origin so – In my own experience - you will always get better collision detection performance if none of your components exceed 50m. eg 50m = (25m <<<<<<<<<<<<<<< Origin >>>>>>>>>>>>>>> 25m) 64m = (7m <<<) (25m <<<<<<<<<<<<<<< Origin >>>>>>>>>>>>>>> 25m) (>>> 7m) 70m = (10m <<<<) (25m <<<<<<<<<<<<<<< Origin >>>>>>>>>>>>>>> 25m) (>>>>> 10m) Now the last two are made up of at least 3 objects. It’s a bit hit and miss at these sizes. 64m is usually ok for an object with simple geometry and no roadway. If you do add a roadway lod they will break down. At the extremes, you will simply be able to walk right through them and weapon hits may not register properly. This is the kilo’s geo lod. It’s as simple as I can make it. 13 components. The odd blocks you can see floating in the middle are used to trim up the Centre or Gravity (CoG) 4 1 Share this post Link to post Share on other sites
Polyus 139 Posted July 17, 2017 12 hours ago, rksl-rock said: Alot depends on the structure of your geometry. But, CTFRaven's answer is pretty definative. The thing about the Geo lod is that it is used differently in different classes of object. The size limit it measured symmetrically around the origin so – In my own experience - you will always get better collision detection performance if none of your components exceed 50m. eg 50m = (25m <<<<<<<<<<<<<<< Origin >>>>>>>>>>>>>>> 25m) 64m = (7m <<<) (25m <<<<<<<<<<<<<<< Origin >>>>>>>>>>>>>>> 25m) (>>> 7m) 70m = (10m <<<<) (25m <<<<<<<<<<<<<<< Origin >>>>>>>>>>>>>>> 25m) (>>>>> 10m) Now the last two are made up of at least 3 objects. It’s a bit hit and miss at these sizes. 64m is usually ok for an object with simple geometry and no roadway. If you do add a roadway lod they will break down. At the extremes, you will simply be able to walk right through them and weapon hits may not register properly. This is the kilo’s geo lod. It’s as simple as I can make it. 13 components. The odd blocks you can see floating in the middle are used to trim up the Centre or Gravity (CoG) Ok, thanks for the info! 1 Share this post Link to post Share on other sites
rksl-rock 1300 Posted July 27, 2017 I miss the Ducks….Albion Class LPD WIP Update Latest WIP blog and lots of pictures for those interested in the LPD. 10 Share this post Link to post Share on other sites
Foxone 1044 Posted July 27, 2017 Amazing work Rock!!! 1 Share this post Link to post Share on other sites
Ethan Cartwright 3 Posted August 7, 2017 keep up the good work, cant wait to be using this :) Share this post Link to post Share on other sites
carlosxx 63 Posted August 15, 2017 Nice work!!! Love it! Share this post Link to post Share on other sites
rksl-rock 1300 Posted August 15, 2017 New Updates posted. Facebook, Twitter and the main article on the RKSL Website 9 Share this post Link to post Share on other sites
wld427 1705 Posted August 18, 2017 lets get this started...... and RKSL..... you are not the only armed Hawk in town....... 1 Share this post Link to post Share on other sites
p_siddy 58 Posted August 25, 2017 Really nice work Rock! As always Share this post Link to post Share on other sites
rksl-rock 1300 Posted August 28, 2017 More WIP goodness posted for those that are interested. Click for the Direct link to the full post 6 Share this post Link to post Share on other sites
Polyus 139 Posted August 30, 2017 On 7/17/2017 at 1:45 AM, rksl-rock said: Alot depends on the structure of your geometry. But, CTFRaven's answer is pretty definative. The thing about the Geo lod is that it is used differently in different classes of object. The size limit it measured symmetrically around the origin so – In my own experience - you will always get better collision detection performance if none of your components exceed 50m. eg 50m = (25m <<<<<<<<<<<<<<< Origin >>>>>>>>>>>>>>> 25m) 64m = (7m <<<) (25m <<<<<<<<<<<<<<< Origin >>>>>>>>>>>>>>> 25m) (>>> 7m) 70m = (10m <<<<) (25m <<<<<<<<<<<<<<< Origin >>>>>>>>>>>>>>> 25m) (>>>>> 10m) Now the last two are made up of at least 3 objects. It’s a bit hit and miss at these sizes. 64m is usually ok for an object with simple geometry and no roadway. If you do add a roadway lod they will break down. At the extremes, you will simply be able to walk right through them and weapon hits may not register properly. This is the kilo’s geo lod. It’s as simple as I can make it. 13 components. The odd blocks you can see floating in the middle are used to trim up the Centre or Gravity (CoG) On 7/16/2017 at 5:53 PM, CTFRaven said: Nothing really major happens past the size limits for me. it starts to break down depending on how you approach the geometries, but I've managed to get 110m to work fine on occasion. from my experience at least, non-PhysX objects seem to clip through lods at around 50m, but i have yet to find a definitive dimension that PhysX objects stop interacting, though i imagine it to be about 128m. It may also be based on your CPU clock speed... as for engine interpretations, some hard-coded elements prevent certain functions from running smoothly, like AI path-finding, Artillery computers, etc. Aahhh, hell, I'm doomed, aren't I? Share this post Link to post Share on other sites
rksl-rock 1300 Posted September 17, 2017 For those that missed it. I've been running another Guess Who on Facebook and Twitter: A gentleman by the name of George Bravo on Facebook guessed correctly so as promised the article with pics and a history lesson for Siddy is live on the RKSL Website. 17 Share this post Link to post Share on other sites
rksl-rock 1300 Posted September 29, 2017 Small progress update... Lots of things have happened in the last week or two. Most of the progress is being hampered by The dodgy PhysX implementation on the Planes (Brought in with the Jets DLC) and the Air Weapons pack and the need to config nearly two hundred objects. Weapons, missiles, bombs, guns, rockets etc. Let me just say again, for the record. i really hate configs. I've been getting some interesting feedback from the captive testers. So far its mostly all positive. And while i've been waiting for the lads and lady to feedback i've been rebaking textures and re-making some Air Weapons models. Including some new animations. Still lots of materials and texture tweaking to go. The Shelters for the UAVs and HAM Trucks are now in unwrapping. (another tedious job). But will provide some nice set dressing as well as functional items. I'm desparately trying to get the hang of Substance Painter - and failing. As per feedback from the anima....minion....erm...testers I've been trying to address some balance issues re weapons effectiveness and range. This affects the radar setup and weapons on all the aircraft. Getting the balance right with radar and antiradar setups is proving a challenge. I'm also refreshing some of my MALE (Medium Altitude Long Endurance) class UAVs with the intent to balance the ISTAR capability for all our factions. Several MQ9 versions will be available and some other UAVs from the IAP side of the projects. Hence the pic below. Interesting things are afoot. And progress is being made...as long as i dont break the configs again. :( Rock 15 Share this post Link to post Share on other sites
p_siddy 58 Posted October 4, 2017 Nice stuff Rock! You got all your other UAV's coming along too? Watchkeeper etc? Share this post Link to post Share on other sites
carlosxx 63 Posted October 4, 2017 Can´t wait so see more. So many nice and High quality stuff. Thats quite impressive!! Share this post Link to post Share on other sites