Jump to content
Sign in to follow this  
Almeida

spinning wheels?

Recommended Posts

Greetings!

Im developing a car for arma 3. I'm having trouble to make the wheels spin. Thanks for any help.

heres the animation in model.cfg:

class Wheel_1_1

{

type="rotationX";

source="wheel";

selection="wheel_1_1";

axis="wheel_1_1_axis";

memory=1;

sourceAddress="loop";

minValue=0;

maxValue=1;

angle0=0;

angle1="rad -360";

};

Share this post


Link to post
Share on other sites
Greetings!

Im developing a car for arma 3. I'm having trouble to make the wheels spin. Thanks for any help.

heres the animation in model.cfg:

class Wheel_1_1

{

type="rotationX";

source="wheel";

selection="wheel_1_1";

axis="wheel_1_1_axis";

memory=1;

sourceAddress="loop";

minValue=0;

maxValue=1;

angle0=0;

angle1="rad -360";

};

#1 Make sure you have this at the top of your model.cfg

class Rotation
{
type = "rotation";
memory = 1;
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = 1;
};

#2 Make sure your PhysXLOD is completely correct. Named selections. Spelling is critical.

Share this post


Link to post
Share on other sites
#1 Make sure you have this at the top of your model.cfg

class Rotation
{
type = "rotation";
memory = 1;
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = 1;
};

You only need this if one of your classes inherits from it

(e.g. class Something : Rotation {}). If no class does, you dont need it.

Share this post


Link to post
Share on other sites
You only need this if one of your classes inherits from it

(e.g. class Something : Rotation {}). If no class does, you dont need it.

Woops, forgot about that....

---------- Post added at 16:44 ---------- Previous post was at 16:39 ----------

As well read through this.

And remember Download Arma 3 tools from steam, there is samples of A3 Vehicles in there.

class LF
{
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// General parameters
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

// <Description>: Name of the bone, used for wheel and suspension animations.
// <Type>: string
// <Default>: ""
boneName = "wheel_1_1_damper";

// <Description>: If true, wheel is steerable, false - wheel is fixed.
// <Type>: bool
// <Default>: (required)
steering = true;

// <Description>: Defines if wheel is on the right or left side of the vehicle
// <Type>: string
// <Default>: "right"
side = "left";

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Wheel PX parameters
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

// <Description>: Center of the wheel (axis)
// <Type>: memory point
// <Default>: (required)
center   = "wheel_1_1_axis";

// <Description>: Point on the outside rim of the tire, used to calculate radius of the wheel (distance between center and boundary).
// <Type>: memory point
// <Default>: (required)
boundary = "wheel_1_1_bound";

// <Description>: This is the weight in kg of wheel including both rim and tyre.
// <Type>: float
// <Default>: 10.0
mass = 20;

// <Description>: This is the wheel's moment of inertia about the rolling axis. Smaller values result in more slips in aggresive driving
// while larger hamper the gain of speed. Good base to start with is this formula:
// MOI = 0.5 * Mass * Radius * Radius
// Some tweaking is needed after the computation, but it is still better than nothing.
// <Type>: float
// <Default>: 0.5 * WheelMass * WheelRadius * WheelRadius
MOI = 3.3;

// <Description>:The damping rate describes the rate at which a freely spinning wheel loses rotational speed. 
// Values in range (0.25, 2) seem like sensible values. Experimentation is always a good idea, even outside this range.
// <Type>: float
// <Default>: 0.1
dampingRate = 0.5;

// <Description>: This is the value of the torque applied to the wheel when the brakes are maximally applied. Higher torques will lock the wheel 
// quicker when braking, while lower torques will take longer to lock the wheel.
// A value of around 1500 is a good starting point for a vanilla wheel but a google search will reveal typical braking torques. One difficulty is 
// that these are often expressed by manufacturers as braking horsepower or in "pounds inches". The values required here are in "Newton metres".
// <Type>: float
// <Default>: 2500
maxBrakeTorque = 2000;

// <Description>: This is the same as the max brake torque except for the handbrake rather than the brake. Typically, for a 4-wheeled car, 
// the handbrake is stronger than the brake and is only applied to the rear wheels. A value of 4000 for the rear wheels is a good starting point, 
// while a value of 0 is necessary for the front wheels to make sure they do not react to the handbrake.
// <Type>: float
// <Default>: 2*maxBrakeTorque
maxHandBrakeTorque = 0;

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Wheel simulation parameters
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

// <Description>: This is the direction of the suspension in the downward direction in the rest configuration of the vehicle. A vector that 
// points straight downwards is a good starting point.
// <Type>: Array[3]
// <Default>: {0, -1, 0}
suspTravelDirection[] = {0, -1, 0};

// <Description>: This is the application point of the suspension force.
// <Type>: memory point
// <Default>: center
suspForceAppPointOffset = "wheel_1_1_axis";

// <Description>: This is almost the same as the suspension force app point except for the lateral and longitudinal forces that develop on the tire.
// A good starting point is to duplicate the suspension force application point.
// <Type>: memory point
// <Default>: suspForceAppPointOffset
tireForceAppPointOffset = "wheel_1_1_axis";

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Suspension parameters
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

// <Description>: These values describe the maximum compression and elongation in metres that the spring can support.
// <Type>: float
// <Default>: 0.15
maxCompression = 0.1;
mMaxDroop = 0.15;

// <Description>: This is the mass in kg that is supported by the suspension spring.
// <Type>: float
// <Default>: vehicleMass/numberOfWheels
sprungMass = 350.0;

// <Description>: This is the strength of the suspension spring in Newtons per metre.
//   springStrength = naturalFrequency * naturalFrequency * sprungMass
// <Type>: float
// <Default>: sprungMass*5,0*5,0
springStrength = 22600;

// <Description>: This describes the rate at which the spring dissipates the energy stored in the spring.
// Basic equiation for this is
//  springDamperRate = dampingRatio * 2 * sqrt(springStrength * sprungMass)
// where dampingRatio = 1 mean critical damping (critically damped pendulum should get back to start point in every swing)
// <Type>: float
// <Default>: 0,4*2*sqrt(springStrength*sprungMass)
springDamperRate = 8680;

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Tire parameters
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

// <Description>: Increasing this value will result in the tire attempting to generate more longitudinal force when the tire is slipping.  
// Typically, increasing longitudinal stiffness will help the car accelerate and brake. The total tire force available is limited by the 
// load on the tire so be aware that increases in this value might have no effect or even come at the expense of reduced lateral force.
// <Type>: float 
// <Default>: 10000
longitudinalStiffnessPerUnitGravity = 100000;

// <Description>: These values together describe the lateral stiffness per unit lateral slip (in radians) of the tire.
// <Type>: float, float
// <Default>: 25, 180
latStiffX = 25;
latStiffY = 18000;

// <Description>: These six values describe a graph of friction as a function of longitudinal slip. 
// A good starting point for this is a flat graph of friction vs slip with these values:
// frictionVsSlipGraph[0][0]=0.0
// frictionVsSlipGraph[0][1]=1.0
// frictionVsSlipGraph[1][0]=0.5
// frictionVsSlipGraph[1][1]=1.0
// frictionVsSlipGraph[2][0]=1.0
// frictionVsSlipGraph[2][1]=1.0
// <Type>: Array[3][2]
// <Default>: {{0, 1}, {0.5, 1}, {1,1}}
frictionVsSlipGraph[] = {{0, 1}, {0.5, 1}, {1,1}};
};

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  

×