xxgetbuck123 945 Posted March 24, 2017 G'day people EDIT: Refer to Firewills post below, seems to be the general answer to whats going on here. Cheers. Share this post Link to post Share on other sites
firewill 3880 Posted March 26, 2017 its my how to experimental work the wheels parameters for F-14D, with "airplaneX" simulation. isn't a perfect way, but might be help. example video figure.1 0.000 LOD figure.2 Geometry LOD figure.3 Memory LOD - wheel center memory point figure.5 memory LOD - wheel rim memory point figure.6 LandContact model.cfg Quote class gear_1_damper { type = "translation"; source = "Damper_1_source"; selection = "gear_1_damper"; axis = "axis_gear_1_damper"; memory = 1; minValue = 0; maxValue = 1; offset0 = 0; offset1 = -1.8; }; class gear_1_damper_D: Rotation { type = "rotation"; source = "Damper_1_source"; selection = "gear_1_damper_D"; axis = "axis_gear_1_damper_D"; memory = 1; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad -28"; }; class gear_1_damper_U: Rotation { type = "rotation"; source = "Damper_1_source"; selection = "gear_1_damper_U"; axis = "axis_gear_1_damper_U"; memory = 1; minValue = 0; maxValue = 1; angle0 = 0; angle1 = "rad +28"; }; class Wheel_1 { type="rotationX"; source="Wheel_1_source"; selection="wheel_1"; axis=""; memory=1; sourceAddress="loop"; minValue=0.000000; maxValue=1.000000; angle0=0.000000; angle1=-3.141593; }; class Wheel_2: Wheel_1 { source="Wheel_2_source"; selection="wheel_2"; axis=""; }; class Wheel_3: Wheel_1 { source="Wheel_3_source"; selection="wheel_3"; axis=""; }; Config.cpp - Wheels Class Quote maxOmega = 2000; class Wheels { class Wheel_1 { boneName = "Wheel_1"; steering = 1; side = "left"; center = "Wheel_1_center"; boundary = "Wheel_1_rim"; width = 0.16; mass = 150; MOI = 40; dampingRate = 2; dampingRateDamaged = 1; dampingRateDestroyed = 1000; maxBrakeTorque = 6000; maxHandBrakeTorque = 0; suspTravelDirection[] = {0,-1,0}; suspForceAppPointOffset = "Wheel_1_center"; tireForceAppPointOffset = "Wheel_1_center"; maxCompression = 0.4; maxDroop = 0.5; sprungMass = 5334; springStrength = 1200234; springDamperRate = 128025; longitudinalStiffnessPerUnitGravity = 4000; latStiffX = 25; latStiffY = 180; frictionVsSlipGraph[] = {{0,1},{0.5,1},{1,1}}; }; class Wheel_2: Wheel_1 { boneName = "Wheel_2"; steering = 0; center = "Wheel_2_center"; boundary = "Wheel_2_rim"; width = 0.28; dampingRate = 4; springDamperRate = 41221; sprungMass = 2134; springStrength = 1580200; suspForceAppPointOffset = "Wheel_2_center"; tireForceAppPointOffset = "Wheel_2_center"; }; class Wheel_3: Wheel_2 { boneName = "Wheel_3"; side = "right"; center = "Wheel_3_center"; boundary = "Wheel_3_rim"; suspForceAppPointOffset = "Wheel_3_center"; tireForceAppPointOffset = "Wheel_3_center"; }; }; Config.cpp - AnimationSources Class Quote class AnimationSources { class Damper_1_source { source = "damper"; wheel = "Wheel_1"; }; class Damper_2_source { source = "damper"; wheel = "Wheel_2"; }; class Damper_3_source { source = "damper"; wheel = "Wheel_3"; }; class Wheel_1_source { source = "wheel"; wheel = "Wheel_1"; }; class Wheel_2_source { source = "wheel"; wheel = "Wheel_2"; }; class Wheel_3_source { source = "wheel"; wheel = "Wheel_3"; }; }; also no longer need the driveoncomponent value for this. like i said, it is not a perfect way so result is might be very different. 2 Share this post Link to post Share on other sites
TeTeT 1523 Posted March 26, 2017 @Firewill, so the simulation is now 'airplaneX' with physx lod and the new suspension system and all of this is usable on the Nimitz without blow ups and so forth? Very good news! Share this post Link to post Share on other sites
firewill 3880 Posted March 26, 2017 i forgot the said, airplaneX simulation is looks like laggy(but not a real lag) when using afterburner. Share this post Link to post Share on other sites
Strike_NOR 898 Posted March 26, 2017 AAaaah. I've even played dedicated flight sims without shock absorber simulation. It makes a huge difference, especially on rough landings. In real life, aircraft shock-struts contain oil and gas (usually nitrogen) and have various design features that allow quick compression with dampening, and a slow extension of the strut to avoid "kangaroo landings". This is limited by smaller "return orifices" for the oil inside the shock-strut. If aircraft only used springs or compressed gas, it would be like landing on a trampoline. The more you know... ;) 1 Share this post Link to post Share on other sites
xxgetbuck123 945 Posted April 21, 2017 Would anyone have any idea what could be causing this? I've been trying to fix it for weeks now but absolutely nothing has worked. The PhysX suspension works fine, its just the wheels which are stuffed. Share this post Link to post Share on other sites
Strike_NOR 898 Posted April 21, 2017 8 minutes ago, xxgetbuck123 said: Would anyone have any idea what could be causing this? I've been trying to fix it for weeks now but absolutely nothing has worked. The PhysX suspension works fine, its just the wheels which are stuffed. It may not be very helpful to you, but I noticed some funky stuff going on with Gryphon and Shikra gear aswell. They are floating in the air. Maybe devs are sorting out some issues with the physx suspension? Share this post Link to post Share on other sites
SGT Fuller 856 Posted April 22, 2017 I did exactly as stated but still getting issues Share this post Link to post Share on other sites
hcpookie 3770 Posted April 22, 2017 On 4/21/2017 at 6:56 AM, xxgetbuck123 said: Would anyone have any idea what could be causing this? If it were a ground vehicle I would suggest changing the center of mass. That may not be desired for a plane however Share this post Link to post Share on other sites
xxgetbuck123 945 Posted April 23, 2017 5 hours ago, hcpookie said: If it were a ground vehicle I would suggest changing the center of mass. That may not be desired for a plane however That has been suggested but I'm not very familiar with changing masses so I left it. Then again the aircraft has had the same mass prior to PhysX suspension so I'm not 100% sure what would cause it to this now, I'm guessing cause its physX suspension haha Share this post Link to post Share on other sites
hcpookie 3770 Posted April 23, 2017 welcome to the wonderful world of physx :D You "normally" have those 5 little cubes in the Geo LOD that changes the center of gravity (the blue dot). You can move those along the Z-axis so that the center of mass is moved toward the nose. However it seems to me that simulation = "airplane" would make it SOOOOOOO much easier to fix :) Share this post Link to post Share on other sites
xxgetbuck123 945 Posted April 23, 2017 46 minutes ago, hcpookie said: welcome to the wonderful world of physx :D You "normally" have those 5 little cubes in the Geo LOD that changes the center of gravity (the blue dot). You can move those along the Z-axis so that the center of mass is moved toward the nose. However it seems to me that simulation = "airplane" would make it SOOOOOOO much easier to fix :) Gimmie about 1-2 hours of game updater downloading Dev Branch @ a solid shit speed and I'll see if that fixes anything haha :P Share this post Link to post Share on other sites
TeTeT 1523 Posted April 30, 2017 I've run into some problem with the F-111 and C-1 from Unsung when converting it to airplaneX and the new suspension system. Both lift their nose up and float over the surface, see image showing the problem I've added the wheels in geo lod, the wheel center and rim to memory and changed the model.cfg and config.cpp to use the wheels. The files are here: http://tetet.de/arma/arma3/Download/unsung/suspension/uns_f111-config.cpp http://tetet.de/arma/arma3/Download/unsung/suspension/uns_f111-model.cfg Note that on both planes the 'driveOnComponent' based physx suspension was a fail too, the F-111 floated 50 cm over the surface, the C-1's wheels were stuck. Now with the new wheel physx suspension both show the same symptoms. Share this post Link to post Share on other sites
RacerX 55 Posted May 22, 2017 Can anybody tell me why it is not possible to Taxi with helicopters? is it wheels related or something else? Share this post Link to post Share on other sites
xxgetbuck123 945 Posted May 27, 2017 On 2017-5-22 at 9:19 PM, RacerX said: Can anybody tell me why it is not possible to Taxi with helicopters? is it wheels related or something else? Something to do with Advanced flight model. Apart from that I have no idea. Share this post Link to post Share on other sites
RacerX 55 Posted May 27, 2017 10 hours ago, xxgetbuck123 said: Something to do with Advanced flight model. Apart from that I have no idea. Well Im stupid. It is possible to taxi with helicopters you just have to be in advanced flight to do it. Why cant this be added to standard? Share this post Link to post Share on other sites
da12thMonkey 1943 Posted May 27, 2017 AFAIK the helicopters in the standard flight model always have the thrust/lift oriented along Y-axis of the helicopter and their component size is determined by the pitch of the aircraft. To direct thrust backwards in a way that would taxi the helicopter, you have to pitch the entire helicopter forward. Thrust in AFM is based on the plane of the rotor disk, so can be directed via the cyclic and adjust the collective to balance out lift. If you had an extra control that could vector the helicopter thrust in the SFM, it'd basically be the VTOL flight model minus the analogue throttle. But the VTOL vector control system is no good for depicting how helicopters direct thrust. And directing thrust through SFM's cyclic would require the collective system from AFM in order to fly helicopters properly, so you'd end up using AFM anyway. 1 Share this post Link to post Share on other sites
DSabre 2332 Posted June 1, 2017 I am playing around with this right now. Some planes work, some others won't reach the speed necessary for takeoff: With my Alphajet and T-28 I can't go past 70 km/h and 100 km/h. Up to that speed it looks fine. Any idea what is wrong? Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted June 1, 2017 I've sort of got this working with an F-35, though its wheels tend to clip into the aircraft carrier. Also, it's very wobbly. Share this post Link to post Share on other sites
TeTeT 1523 Posted June 1, 2017 1 hour ago, [Dust]Sabre said: I am playing around with this right now. Some planes work, some others won't reach the speed necessary for takeoff: With my Alphajet and T-28 I can't go past 70 km/h and 100 km/h. Up to that speed it looks fine. Any idea what is wrong? I haven't experienced that yet, but it seems that shifting weight in geo lod can have quite some effect on the airplanes. Maybe try to lower the overall weight or distribute it with the center between rear and fore wheels. Share this post Link to post Share on other sites
scotg 204 Posted September 1, 2018 There seems to be some confusion over the terms "rim" and "boundary," and the two are inaccurately used interchangeably. I noticed in @firewill's figure 5 that he has the wheel_1_rim set to the part where the metal meets the rubber - the rim of the literal wheel as if without a tire. This is the common understanding of the term "rim," however in the sample plane supplied by BIS they put the wheel_1_rim, wheel_2_rim, and wheel_3_rim on the very edges of the tires. As I am testing it, the inaccurate name position also seems to work better so far. Share this post Link to post Share on other sites