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Bucking Bronco Helos

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Hey guys

Ive noticed on the simplest strait shot, a to b flight path for helos, they 'buck' up and down the whole way...

Id like to know if anyone has found a way to get helos to fly 'normal' and clean on a flight path, before I start trying things with setVelocity (which could get complicated)

Any info muchly appreciated smile_o.gif

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if this is occuring for a group of more than one helo, try setting there speed to FAST. If you use LIMITED or NORMAL, they will wait for others in their formation to catch up. Once caught up, they will slow down to avoid getting too close. Leading to one or more being too far apart.

If this is occurring with a singe helo, see if it is near one of its waypoints. They always "nose up", ie buck, to slow down before moving to the next waypoint.

Hope these suggestions help.

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I dont think its that, its like they shake up and down as they are moving fast. very annoying looking huh.gif

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Well, try the same 'trip' over the water. I think probably will shake less, or directly, never will shake.

I think 'shaking-time' is occuring only when the chopper is flying with 'ground' or directly, over a building , over a rock(sudden change of altitude, not explicitly ASL or GND) below it.

I noticed that issue on helos too. But in another way. When i was experimenting how to attach vehicles to choppers, i noticed that the vehicle attached with setPos, was sometimes shaking, while the chopper i was piloting, not.

I reached this conclusion.

The 'object' is not shaking.

The 'object' is flying, like a car in ground. Cars in the real life and in ArmA, when going through mountains, off-road paths etc, they are 'shaking' too, because the 'surface' where the car is moving over, is the really 'shaker'. As that surface is not a straight line, the car over the ground will not move always in a balanced X axis and Y axis. So, i can create a 'shake' movement to a vehicle, changing his X,Y and the Z a bit too.

More or less i want to say that the chopper with his movement, will 'draw' the 'axis angles' of the ground. And a bit, will change its altitude, 'trying' to draw the Z coordinate of that angle.

Sry about my tarzan english.

I think the issue because you seeing that 'shake movements' its because the way that ArmA programmers did about how to simulate the real behaviours of vehicles over certain surfaces (maybe air too). But it seems, some internal code is not under control, or at least, they not fixed this issues, or also maybe, they never thinked that this issue could happen, because, in the original AddOns of ArmA... there is no vehicles to do that in a default way, that 'shake movement' appears only when WE scripting. I think that issue can't we thinked as a bug itself, only a 'crashing' concept between scripts and the internal code of ArmA.

Also... maybe... that vehicles that is 'shaking' is due a delay in the update of the position in the 'ArmA world'. So, all that vehicles that is shaking, is having some 'inertia' + some 'delay'. I hope 'inertia' existing in english.

I say 'inertia' when, as example, a bus is running to 140km/h and tries to turn to right at 90 degrees in one second... where the people will go to? lololol to the same 'heading' that the bus was having before to start that 'impossible' turn.

So, the 'inertia' will make that your body will try to move to the original direction (your head will hit the glass of the left side of bus if you was sitting in the left seats,and probably your head by its left side, because you moved your vertical axis to right before to hit the glass).

Well, another tip more.

I think that to start to speak a little more perfectly about this issue, we have to explore during more time that 'shake'.

- Maybe we can take the 'mean' altitude of the vehicle that is shaking as the zero reference of this 'shakement'.

- Then we (even visually) can notice if the max. positive value of that altitude from the 0 reference is the same 'absolut' value as its max. 'negative' value.

Probably these values never will be the same. I'm still thinking that the max positive value is itself the 0 reference (the actual altitude Z, the altitude that the vehicle must to have really), and the vehicle is trying to reduce his actual altitude (Z) to move in parallel with its nearest 'change' of altitude below it.

So, as it can't do it, then again, he 'going up' again till meet the actual 'altitude' of the vehicle.

Then, as a loop, we will see how the vehicle is 'shaking'.

I suppose too, that 'shakement' is not only changing his altitude, when it occurs, is tryng to change also... its angle of transversal axis.

I say 'changing its angle of transversal axis' when you in the chopper trying to 'face' down the ground, the vehicle will rotate the nose to face the ground, the tail will go up. And again, if you trying to put the nose of chopper to high, the tail will go to down. The axis where is rotating the chopper in that way, i call it 'transversal axis', don't know if this exists in english in this way spoken. So i had to explain the whole movement with details, sry sry

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Sounds logical. However what amazes me is that helos do not shake like that in OFP, ArmA is supposed to be better than OFP, not the contrary sad_o.gif

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I think ArmA is still not finished in some issues...

Still i'm thinking that this 'mouse' game can beat a lot of 'elephant' games.

Obviously, i prefer this one... and i don't want to discuss with people about this phrases, i think that i'm not being so critical... just trying to see the reality from other angles...

I want to know how you making fly the choppers, which commands, or at least which statements you using as triggers, waypoints... etc

Just to analyze the behaviour of that 'shakement' from the view point of your 'code'.

If this code in a single mission, if this code in MP etc etc.

Another idea as experiment that can be help to understand how is doing matematically this shakements, is this one:

- get the coordinates of the vehicle, with normal altitude.

- get the coordinates of the vehicle, with ASL altitude.

- make  _xperiment = (normal coordinates select 0) - (ASL coordinates select 0)

- make  _yperiment = (normal coordinates select 1) - (ASL coordinates select 1)

- make  _zperiment = (normal coordinates select 2) - (ASL coordinates select 2)

Then make a loop with all this stuff and add:

Hint format ["X: %1\nY: %2\nZ: %3",str _xperiment,str _yperiment,str _zperiment]

And why (normal - ASL) instead (ASL - normal) huh.gif

because you got first normal coordinates and ASL before, in a time axis... because you declared first the command to get the normal coordinates and then, the ASL one.

This last is not only for this reason, but is too complicated for me to explain this.

If always getting negative values, invert the situation. Just get first ASL and then normal ones, and make (ASL - NORmal)

Then with this experiment, you will see in a tricky and not so 'pro' way, the behaviour of that shakements in a math way.

The best experiment is showing too the 'angle of transversal axis', but i'm a rookie programmer and i don't know how to reach this axis in values to be shown in Hints.

Still i'm thinking that the vehicle will try to change his angle of transversal axis to meet in parallel, the same angle that terrain is changing to make changes on elevation.

When i say terrain, maybe is trying to change his Z too when the chopper is flying just over a tree, building, rock etc etc. Just a mix of Z and trans. axis.

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Guest

Dont mean to dash what you guys are implying, that this is due to terrain/objects, but this behaviour occurrs during flight over anything, ocean, flat ground, hilly ground, all of it.

Simple appearance to me says that the helo is not maintaining a proper constant speed, so it having to slow down, speed up, slow down, speed up, to keep within the confines of the speed setting.

I have noticed (significantly) that the helo does not do this while accelerating during its flight path, which leads me to think maybe incrimentally setting its velocity to a lesser number, in very tiny incriments as it flys might force it to try to constantly increase its speed to maintian its original speedMode setting, but, this will have to be tested.

I agree, it does look like crap really, and I certainly dont think this is the way they should look on a simple strait on flight path.

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Quote[/b] ]Simple appearance to me says that the helo is not maintaining a proper constant speed...

Maybe we can monitor as Hint its speed, vectorUp, and its Z to learn how he 'shaking'. Or maybe even why. Just adding this kind of monitor can be useful to be added to your idea.

Each time i'm reading your idea, seeming to me, better.

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