cervantes   330 Posted April 15, 2020 hi here today i want share with arma3 devs and arma3 game mod developers a tutorial for working your physx submarines 🙂  with this damned covid 19 quarantine i have finaly find a time for testing more a physx engine on arma3.  after one habitual intensive brainsotrming 😄 around informations share by bohemia for we can understanding how working a physx vehicles on arma3.  and wiki tutorials and samples generously share by bohemia interactive we have all informations for working a physx submarines.  for that we need understanding the first most important interpretation on the physx engine from arma3.  arma3 use 3 lods for simulating a physx vehicles, a geo lod, a buyoancy lod and a physx lod.  when we playing a arma3 sdv we can see clearly a sdv use 3 vehicles type physx simulation.  we can dive with altdiving and same keyboard config to helicopter vehicles types and use similar huds 😉  also directions from sdv move working same to airplaines vehicles types 😉 and also similar hud 🙂  same into config .cpp  with that and logic we can define a sdv use that 2 vehicles type properties and a sdv is also one physx boat 🙂  if we read a manual for oxygen2 and object builder we can observing no limitations for use a geo lods properties for a vehicle type.  a samples share by bohemia offering clearly this properties on the helicoptere and airplaine sample model.  same for landcontact lod use same works to helicoptere sample.  for the parent class i use a same to sdv config boat_f 🙂  you can discovering for better understanding this tutorial movie for this geo lods properties exemple .     and you can see a result on this first custom physx submarine for my personal project and working my first dlc for arma3.    now a flight is fade on this mistery around a physx submarine 🙂 hope that help devs and gamemod devs to understanding more on this awesome physx engine 🙂  also i have not testing that on large submarine because i think the physx engine is not work for that hope one real developement from bohemia for that and add a torpedoes simulation 🙂   Cordialy Cervantes. 6 2 Share this post Link to post Share on other sites
chops   111 Posted April 15, 2020 Thank you for taking the time to share this with everyone Cervantes! I imagine a lot of work went into figuring this all out.  I have spent a several ultimately unproductive hours trying to get a custom submarine to work. No doubt you will save other modders a lot of wasted time with this new information.  Cheers! Share this post Link to post Share on other sites
cervantes   330 Posted April 15, 2020 hi chops i think the congratulations is for bohemia they have make one real informations share for we can work that .  i have just resume a devs log and wiki informations generously share by bohemia.  and i can imagine your dificulties for developing that i also used time for understanding all informations arround a arma3 physx engine 🙂 1 Share this post Link to post Share on other sites
cervantes   330 Posted April 16, 2020 On this movie you can see one little pitch on the batyscaphe its a weight defined in mass . This pitch can afect move on your model if the pitch is on the nose the sub dive down and if pitch is on back a sub dive up.  I have add more mass on the box geo lod and this fix a problem same to bohemia description on the physx boat tutorial. And the mass is now corectly balanced a position during static and moves directions. Share this post Link to post Share on other sites
cervantes   330 Posted April 20, 2020 also i observing waterResistanceCoef=0.015; in config affecting also pitch and one real influence on the physx engine.  for the news with tests on physx submarine you can now discovering the A-S40 DSRV class bester for underwater rescues operations 🙂  4 Share this post Link to post Share on other sites
Chairborne   2594 Posted April 21, 2020 interesting, thank you for sharing this! Share this post Link to post Share on other sites
cervantes   330 Posted April 21, 2020 With pleasure chairborn 🙂 Share this post Link to post Share on other sites
Barba-negra   117 Posted April 23, 2020 good job bro thanks for sharing your analysis, that helps us a lot a lot Share this post Link to post Share on other sites
cervantes   330 Posted April 23, 2020 Ty 🙂 post your current or futur projects with physx submarines i like also play and discovering your works guys 😉 Share this post Link to post Share on other sites
Barba-negra   117 Posted April 23, 2020 12 hours ago, cervantes said: Ty 🙂 publica tus proyectos actuales o futuros con submarinos physx que también me gustan, juega y descubre tus trabajos chicos 😉 the publication is coming, I still need a bit to publish it Share this post Link to post Share on other sites
cervantes   330 Posted April 26, 2020 issue finally solved🙂 Share this post Link to post Share on other sites
mankyle   420 Posted April 26, 2020 Which issue, Cervantes??? Have you found something that could help making bigger submarines posible?? I would love having a SSK for SEAL like missions... Share this post Link to post Share on other sites
cervantes   330 Posted April 26, 2020 hi mankkyle oh i have just edit this last post because i have solved myself my troubl 😉  not really testing that on bigger submarine but i think the physx submarine is so limited for size 🙂  i actualy works on 4 physx submarines and they have all diferents sizes.  the most bigger model do not dive with same speed because size affect a physx 🙂  also of course diferents physx params can be also affect the physx .  its also possible to works a physx config params for diférents needs but i have not really continue to read that because i need more time for understand all params 😉  but diferrents modders claim a better torque for a physx but i not actualy realy understanding if that can be help for bigger submarines 🙂  of course with this tutorial i think you can try that on your submarines projects for known more 😉 Share this post Link to post Share on other sites
DSabre   2332 Posted April 26, 2020 (edited) Maybe this can help you - My submarines are pretty simple. It is very important where you put your CoG. Huge time sink to get it set up properly. Tiny offset will have a huge impact. Bounding box of visual lod seems to have an effect. Any change to it and you may need to start over.  Property: buoyancy = 1; Mass = 10000;  Property: / Mass = 0;  Property: / Mass = 0;  PS: I wonder what would happen if I animated the geo lods with the dive planes, make them move slightly forwards or backwards. ***(tested a few days later, did not have any effect)*** Edited May 5, 2020 by DSabre Share this post Link to post Share on other sites
cervantes   330 Posted April 26, 2020 hi Dsabre of course if you reduce a size inside geo lods this can be working.  but your colision is reduced also at this size 😉  with my 4 models with aproximatly same size i see one real diference with larger of this lods but not realy in longer.  the larger affect a speed of diving but this working perfectly 🙂  for the moment im so busy with this new project for add a civilians physx submarines deployed by cargo ship.  is not one big project but its one long works how you known 🙂  off course i think testing that on my u-boats models after i finich this project 🙂 Share this post Link to post Share on other sites
cervantes   330 Posted April 27, 2020 hi here 🙂  i have finaly finiched a base of my last physx submarine dsrv. the NSRS srv1 class glasgow  https://youtu.be/xP8ywu4t2zM  you can compare a size with the AS-40 dsrv this model is more large and long.  of course the size affect a diving and speed of this model.  for diving i have add more mass on my geo lod and this diving better 🙂  and change deffaut value of engine for a speed.   1 Share this post Link to post Share on other sites
Barba-negra   117 Posted April 27, 2020 beautiful song of the movie the singing of the wolf, where can I find that map of the Atlantic ocean my friend @cervantes Share this post Link to post Share on other sites
cervantes   330 Posted April 27, 2020 The north atlantic map is a custom map for the ww2 warships mod 🙂  not actualy finished because i testing differents colored sat map for working a seabed.  i think i can make better rendering but i need more practice for that.    Share this post Link to post Share on other sites
Barba-negra   117 Posted April 28, 2020 ah ok I understand, the water has a very nice color, it looks better like this Share this post Link to post Share on other sites
cervantes   330 Posted April 28, 2020 i use a rgb antlantic green color code 😉  Share this post Link to post Share on other sites
Barba-negra   117 Posted April 28, 2020 ah I see, it's a good color of the sea Share this post Link to post Share on other sites
hcpookie   3770 Posted April 30, 2020 Time to revisit my depth charges and underwater mines 🙂 1 Share this post Link to post Share on other sites
cervantes   330 Posted April 30, 2020 hi hcpookie yes i think you can 🙂  im acutaly works on on other model and that model is long and large i just add more mass in geo lod and that working 🙂  that possible to work with various sizes of models for physx simulation i not known if size max is defined but i enlarge my subs at each model i work 🙂  Share this post Link to post Share on other sites
hcpookie   3770 Posted May 1, 2020 Oh I already have them working... just need to dust them off 😉  Share this post Link to post Share on other sites
cervantes   330 Posted May 1, 2020 lol i just clic on your Fandom is broken really nice picture from kathy bates 😛 Share this post Link to post Share on other sites