crewt 31 Posted May 10, 2017 1 minute ago, sarogahtyp said: yeah. I did not check ur second measurement. But what is that speed value about? is it just z-velocity or is it the magnitude of the speed vector? No it's the magnitude, shit, should have thought about that earlier. I have to make a test applying G_force to the individual velocitys. Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted May 10, 2017 Bombs don't have a max speed. They accelerate forever. Drop one from 15k and monitor its speed. Will reach about 1600km/h when dropped from 15km altitude. Cheers 1 Share this post Link to post Share on other sites
sarogahtyp 1108 Posted May 10, 2017 1 minute ago, Grumpy Old Man said: Bombs don't have a max speed. They accelerate forever. Drop one from 15k and monitor its speed. Will reach about 1600km/h when dropped from 15km altitude. Cheers wow. 1 Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted May 10, 2017 I'm sure if I track the current acceleration it will always stay the same once the glide angle is reached. Dropped one from 50km alt, speed at impact was above 3300km/h with constant acceleration. This is all kinds of weird, no idea if there's a formula for that, probably needs lots of fiddling. Cheers Share this post Link to post Share on other sites
sarogahtyp 1108 Posted May 10, 2017 (edited) 14 minutes ago, crewt said: No it's the magnitude, shit, should have thought about that earlier. I have to make a test applying G_force to the individual velocitys. this is not the solution. I think you have to do something like this per simulation cycle: Apply G acceleration to z speed. Apply deceleration by air friction to z-speed. (sideAirFriction) apply deceleration by airfriction to x-y-speed (x-y magnituide) (airFriction) Edited May 10, 2017 by sarogahtyp Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted May 10, 2017 I still think you can calculate the impact point from a droppoint, should be possible somehow. Gonna give it a look. Cheers Share this post Link to post Share on other sites
sarogahtyp 1108 Posted May 10, 2017 2 minutes ago, Grumpy Old Man said: I still think you can calculate the impact point from a droppoint, should be possible somehow. Gonna give it a look. Cheers I tried that with bullets without considering g-force and I got a 4th degree equation. To solve that is beyond my math skills. Share this post Link to post Share on other sites
crewt 31 Posted May 10, 2017 The major Problem for me is still the weight, can wrap my head around that one. If Bohemia is acc calculating the Bombs by the function t_d provided, they must have some kind of Weight/Mass, or the entire function is... useless. basicly. 6 minutes ago, sarogahtyp said: I think you have to do something like this per simulation cycle: Apply G acceleration to z speed. Apply deceleration by air friction to z-speed. apply deceleration by airfriction to x-y-speed (x-y magnituide) Most likely relative to the vector of the Bomb? Share this post Link to post Share on other sites
sarogahtyp 1108 Posted May 10, 2017 Just now, crewt said: The major Problem for me is still the weight, can wrap my head around that one. If Bohemia is acc calculating the Bombs by the function t_d provided, they must have some kind of Weight/Mass, or the entire function is... useless. basicly. Most likely relative to the vector of the Bomb? ammo are non physics objects without a mass in arma. This is a fact! Therefore the thrust value (you dont need that here!) is the same as acceleration and therefore those airfriction is calculated without mass. Accept this fact. There is no mass. So u dont need it. Share this post Link to post Share on other sites
pierremgi 4898 Posted May 10, 2017 25 minutes ago, sarogahtyp said: this is not the solution. I think you have to do something like this per simulation cycle: Apply G acceleration to z speed. Apply deceleration by air friction to z-speed. (sideAirFriction) apply deceleration by airfriction to x-y-speed (x-y magnituide) (airFriction) Just wondering if you're in a "framed" or "cycled" , so you're working on dt (differential time), not t (time). So, why not use speed differences (dv) and apply a non-physic formula but a command, based on a test with https://community.bistudio.com/wiki/setVelocityTransformation Not tested yet. " It can be used as a position tracker with all necessary information collected, copied and then released within one function. " Share this post Link to post Share on other sites
sarogahtyp 1108 Posted May 10, 2017 49 minutes ago, pierremgi said: Just wondering if you're in a "framed" or "cycled" , so you're working on dt (differential time), not t (time). So, why not use speed differences (dv) and apply a non-physic formula but a command, based on a test with https://community.bistudio.com/wiki/setVelocityTransformation Not tested yet. " It can be used as a position tracker with all necessary information collected, copied and then released within one function. " if I understand that command correct then it can be used to interpolate a position and corresponding vectors between two objects. How could this help to predict the touch down position of a bomb before (or just in the moment) you drop it? Share this post Link to post Share on other sites
pierremgi 4898 Posted May 10, 2017 15 minutes ago, sarogahtyp said: if I understand that command correct then it can be used to interpolate a position and corresponding vectors between two objects. How could this help to predict the touch down position of a bomb before (or just in the moment) you drop it? I can't test that right now (I'm on another script) but I imagined to register some free-fall trajectory, from high altitude (I guess there is no atmosphere variation in Arma) , with the ffur2007slx2_5 method (note). (data recovery) In a second time, apply this bunch of data with the command, from anywhere, until the simulated projectile hits the ground. Not sure it works and in all cases (init speed, init pitch..) But if some constants could be extracted/identified then applied in this king of command, this could be fine to simulate the trajectory and obtain the hit point. Share this post Link to post Share on other sites
crewt 31 Posted May 10, 2017 So - Run your little code: Raw: Spoiler 0 2063,6 12,3111 139 4,69953 0,505005 2.064 12 139 -3,42166 1,01703 2060,59 11 139 -8,38949 1,52399 2055,36 11 139 -11,9945 2,04004 2048,53 11 139 -14,3925 2,54199 2040,83 10,9926 139 -16,3049 3,05701 2031,95 11 139 -18,1987 3,56799 2022,15 11 139 -20,0832 4,06403 2011,74 11 140 -21,919 4,56 2.000 11 140 -23,7716 5,06201 1988,02 11 140 -25,6558 5,56201 1974,72 11 141 -27,5501 6,07202 1.960 11 141 -29,4713 6,56702 1945,08 11 142 -31,4129 7,08099 1928,46 11 142 -33,4121 7,578 1911,34 11 143 -35,373 8,07599 1893,25 11 144 -37,3541 8,56799 1874,38 11 144 -39,3363 9,06604 1.854 10,9267 145 -41,3607 9,56299 1833,23 11 145 -43,4138 10,059 1.811 11 146 -45,4799 10,554 1788,21 11 147 -47,5724 11,047 1764,23 11 148 -49,6848 11,553 1738,54 11 148 -51,8803 12,06 1711,74 11 149 -54,1063 12,568 1683,61 11 150 -56,3777 13,086 1653,83 11,3231 151 -58,7186 13,592 1623,56 11,3854 152 -61,0372 14,077 1.593 11 153 -63,2917 14,569 1561,69 12 154 -65,6118 15,057 1529,09 12 155 -67,9447 15,541 1495,62 11,6453 156 -70,2894 16,03 1460,77 11,7147 157 -72,6823 16,519 1424,54 12 158 -75,1207 17,013 1386,9 12 159 -77,6055 17,506 1347,95 11,9342 160 -80,1287 17,999 1307,83 12 161 -82,6804 18,489 1266,5 12 162 -85,2618 18,981 1224,18 12 163 -87,8591 19,473 1180,34 12 164 -90,5039 19,971 1134,6 12 165 -93,2175 20 1087,02 12 166,231 -95,993 20,972 1038,44 12 167 -98,7808 21 989,568 13 168 -101,54 21,95 939,24 13 170 -104,338 22 886,465 13 171 -107,227 23 832,24 13 172 -110,149 23 777 13 173 -113,088 24 721 13 174,208 -115,985 24 665 13 175 -118,909 25 606 13 176 -121,89 25 545 13 178 -124,971 26 482 13 179 -128,074 26 419 13 180 -131,155 27 354 14 181 -134,256 27 285 14 182,358 -137,504 28 216 14 184 -140,748 28,364 145,733 13,7834 184,713 -143,98 28,849 75,2335 13,8694 185,861 -147,184 Google Docs: Share this post Link to post Share on other sites
sarogahtyp 1108 Posted May 10, 2017 okay I give up here. sorry. As Grumpy said. It is very weird. The acceleration is decreasing a while and then increasing for some reason. I think it has to do with bombs up an dir vectors and the fins on bomb. I am unable to extract anything useful from that data. 2 Share this post Link to post Share on other sites
crewt 31 Posted May 10, 2017 No need to be sorry, thank you for your help and very useful tips! For the moment I still refuse to accept that I can't solve this. But hey, everyone knows that the bombs in Arma don't fly like in RL, (Btw.: maybe the jets Dlc will make something about that.... ), and this topic certainly gave me some strange WTF moments. My next attempt will be to test the fall of the bomb, maybe BIS decided, that bombs really would adjust to glide angle after an certain amount of Time, that would be an usefull constant to work with, the Math from that point is pretty strait forward. IF I find a solution I can life with, I will post it ASAP :P Share this post Link to post Share on other sites
sarogahtyp 1108 Posted May 11, 2017 Could anyone post the following config entries for some bombs? I cant do that at work. airFriction sideAirFriction coefGravity Thx 1 Share this post Link to post Share on other sites
crewt 31 Posted May 11, 2017 Sorry, came home t late, a general sweet solution, config , if you are to lazy to open up arma or simply can't . airFriction = -0.0005; sideAirFriction = 0.1; Even coefGravity isn't an config entry Share this post Link to post Share on other sites
Midnighters 152 Posted May 11, 2017 1 hour ago, crewt said: Sorry, came home t late, a general sweet solution, config , if you are to lazy to open up arma or simply can't . airFriction = -0.0005; sideAirFriction = 0.1; Even coefGravity isn't an config entry that's whack. "sideAirFriction" wtf?!? Share this post Link to post Share on other sites
crewt 31 Posted May 11, 2017 From what I can tell it manages the alignment of the bomb, as well the stabilizing in flight direction. At least according to the C++ code provided by t_d Share this post Link to post Share on other sites