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hellfish6

True hovercraft

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even if you do use the helicopter physics to simulate the hovercraft you're still going to have almighty problems, surely? the tilting motion, the constant need to hold down 'increase lift'(Q) when moving(otherwise it'll sink/crash, because of the tilting in the physics) come to mind.

i'm really interested as to how IMUC are planning to simulate it.

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I think IM:UC are makinc an LCAC like the one above. Not sure at all though. I just remember some pictures shown a while back smile_o.gif

Yeah we have one and now got a scripter to try and get it to work like a hovercraft

smile_o.gif

Out of curiosity: how are you going to code you LCAC? Maybe the way I described above?

Yes will try and do it the way you said - We want it to deflate and inflate so that you can load on soldeirs and vehicles.

Can't really say too much as i am not the scripter and will have to see how he is going to be able to do it. But we would like to see it act as much as it could like a real hovercraft

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You dont need any scripts to make a hovercraft.....add these lines to the config:

maxSpeed = 200;

terraincoef = 0;

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even if you do use the helicopter physics to simulate the hovercraft you're still going to have almighty problems, surely? the tilting motion, the constant need to hold down 'increase lift'(Q) when moving(otherwise it'll sink/crash, because of the tilting in the physics) come to mind.

i'm really interested as to how IMUC are planning to simulate it.

not really.... lets see:

1. Pitch and yaw are present in hovercraft as in choppers - its all about limiting their size

2. It is possible to have autohover on constantly

3. The other 2 answer those...

other benefits:

1. Dust script is still useful

2. The rising of the helicopter/hover will look like the skirt inflating as you will build some of the skirt below the zero line.

3. You will be able to skim across the water and ground realisticly because of the chopper physics...

4. tweaking armour values to prevent crashing into trees being deadly tounge_o.gif

its quite a good concept

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According to FAS.org the LCAC is indeed a TYPE of hovercraft. But only folk with underpants that make too snug

a fit and a mind they think superior to any one elses bicker about similar things. Take it for what you know the person meant, don't be a nudgey pant and bicker about small things.

Now there was no need for that...I simply corrected what I assumed was a mistake. wink_o.gif

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I recall the nice one in progress

The chopper class stuck in hover mode is a very good idea, if it can be worked to just stay off the ground some.

Would also be able to hover in all directions and would be most realistic

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not sure about that, but how to prevent it "crash" on terrain using the helo concept??

and dont forget how the helo act when it fly

*a hovercraft dig his head into mud, sand, and water* rock.gif

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Adjusting the mass of the final model and weighing it down in the rear may stop its nose from going forward if using the chopper proxy....anyone experimented with that?

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I think tomorrow I'll experiment with the Zubr addon and a helicopter config. It'll be my first foray into this, so wish me luck. Hopefully I don't destroy my computer.

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hovering would be quite easy to do:

make a car class, put 4 vertex in the LandContact LOD, name the left side 'left' and the right side 'right and add an axis in the Memory LOD

Then the cpp:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">canFloat=true

maxSpeed=120

also two animations for 'left' and 'right', which rotate the points say one meter below the model

or something like this

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According to FAS.org the LCAC is indeed a TYPE of hovercraft. But only folk with underpants that make too snug

a fit and a mind they think superior to any one elses bicker about similar things. Take it for what you know the person meant, don't be a nudgey pant and bicker about small things.

Now there was no need for that...I simply corrected what I assumed was a mistake.  wink_o.gif

I was actually responding to Messiahs post, not yours smile_o.gif Sorry if I came off angry and or unpleasant in any way you should have seen the look on my face whilst I wrote that smile_o.gif

Hellfish, I wish you luck in the "OFP-configging" jungle. Watch the array that says "<blow up CPU=false>" tounge_o.gif

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Why dont you just take a ship, for example the zubr, and add terraincoef=0 to the config? You dont have to make any scripts and you dont have to code anything..... All you have to do is to add a single line to the config...........

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Why dont you just take a ship, for example the zubr, and add terraincoef=0 to the config? You dont have to make any scripts and you dont have to code anything..... All you have to do is to add a single line to the config...........

the problems for using the ship concept is that the control and the physics doesnt fit to hovercraft at all

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I like the chopper set to hover idea. The only cocern is the move off nose dip, correct? If we can find a way around this so it only holds the ground or water as a horizon then its a winner as dust effects and power up and power down (inflate/deflate) can also come into effect.

wow_o.gif

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Adjusting the mass of the final model and weighing it down in the rear may stop its nose from going forward if using the chopper proxy....anyone experimented with that?

wouldn't the hovercraft then be likely to flip or seriously dip when reversing?

There was a couple of ideas for VTOL craft using the chopper's config at OPSCIFI. to get rid of the dip the maximum speed limit was set to something like 2000 and then a speed limit was imposed upon the craft at 200. the theory being that the craft would tilt more the closer to its maximum speed value it got and by limiting its speed only minimal amounts of tilting could occur. i don't actually know if it worked, but it seemed a sound idea.

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Someone made an addon a long time ago of the Star Wars speeder bike that acts like a hover craft would. (Cool addon btw - I like the noise it makes.)

I would look at how its was configed.

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Quote[/b] ]Someone made an addon a long time ago of the Star Wars speeder bike that acts like a hover craft would. (Cool addon btw - I like the noise it makes.)

one tiny problem with that addon.....it SINKS!!! lol

though i suppose scripting gurus can make it amphibious (almost put aquatic then :P)

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Someone made an addon a long time ago of the Star Wars speeder bike that acts like a hover craft would. (Cool addon btw - I like the noise it makes.)

I would look at how its was configed.

It's cofigured as motorbike ;)

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Zombie thread, arise!!!11!!

A quick monkey around with roadways and the like gets you this:

http://www.footmunch.org.uk/beta/rkt_hover.rar

NOTE - Please don't comment on the quality of the models, they

are only there to demonstrate the hovering concept.

This addon includes two hovercraft in the 'Hover - POC' (POC =

proof of concept) vehicle class. One is based on the JeepMG,

and acts like a 'car' class (ie no rotation-in-place). The other is

based on the Bradley, and acts like a tank. Both are just the BIS

models with a very simple skirt added.

Note that both travel over water at the same speed as they do

over land, and that the HoverTank has a standard turret with

missile-launching and so on. Also, there is a _heavily_ modified

BAS-Rotorwash script to demonstrate the possibility of dust

clouds.

The AI is 'okay' with these, but may get slightly confused on

water. They are also okay over bridges (but who needs bridges

in a hovercraft biggrin_o.gif ).

They work by setpos-ing a roadway underneath the standard

units. If you jump/roll enough, you may be able to catch a

glimpse of the platform wink_o.gif. Because of the different sizes, two

platforms are defined, with the required size being set in the

initEH. The limitations of the heli-type (tilting/AI-fright/etc) are

obviated, with the standard tank scripting being possible. Note

that they do seem to ride a little 'high' on land, but there's no

way round this at the moment. Also, rising and lowering on

engine on/off could be implemented by rotating the land-contact

points of the 'riding-unit' in an engineEH.

This is released as a purely public addon - download it, modify it,

re-use it for that LCAC model, ignore it, it doesn't matter.

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@Footmunch:

You are a genius, sir! notworthy.gif

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Zombie thread, arise!!!11!!

A quick monkey around with roadways and the like gets you this:

http://www.footmunch.org.uk/beta/rkt_hover.rar

NOTE - Please don't comment on the quality of the models, they

are only there to demonstrate the hovering concept.

This addon includes two hovercraft in the 'Hover - POC' (POC =

proof of concept) vehicle class. One is based on the JeepMG,

and acts like a 'car' class (ie no rotation-in-place). The other is

based on the Bradley, and acts like a tank. Both are just the BIS

models with a very simple skirt added.

Note that both travel over water at the same speed as they do

over land, and that the HoverTank has a standard turret with

missile-launching and so on. Also, there is a _heavily_ modified

BAS-Rotorwash script to demonstrate the possibility of dust

clouds.

The AI is 'okay' with these, but may get slightly confused on

water. They are also okay over bridges (but who needs bridges

in a hovercraft biggrin_o.gif ).

They work by setpos-ing a roadway underneath the standard

units. If you jump/roll enough, you may be able to catch a

glimpse of the platform wink_o.gif. Because of the different sizes, two

platforms are defined, with the required size being set in the

initEH. The limitations of the heli-type (tilting/AI-fright/etc) are

obviated, with the standard tank scripting being possible. Note

that they do seem to ride a little 'high' on land, but there's no

way round this at the moment. Also, rising and lowering on

engine on/off could be implemented by rotating the land-contact

points of the 'riding-unit' in an engineEH.

This is released as a purely public addon - download it, modify it,

re-use it for that LCAC model, ignore it, it doesn't matter.

i love you footie... cant tell you why, but i do smile_o.gif

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what about the hovercraft released with the new Tarawa by Pc commando, it was capable of transporting units from ship to shore.

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