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mechastalin

Vehicle refuses to cross bridges.

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Hi, my car class vehicle will not cross bridges and sinks into the ground a bit when on them making it unable to move. My dampers are configured correctly so what could be the problem?

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Quote[/b] ]My dampers are configured correctly

What makes you think so ? Cause most probably your problems are due to incorrect dumpers

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Wild wild guess, land contact points?

How will I know if they are incorrect?

Quote[/b] ]My dampers are configured correctly

What makes you think so ? Cause most probably your problems are due to incorrect dumpers

The dampers work flawlessly when driving about so its all I have to go on really.

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Guest RKSL-Rock
Wild wild guess, land contact points?

How will I know if they are incorrect?

Quote[/b] ]My dampers are configured correctly

What makes you think so ? Cause most probably your problems are due to incorrect dumpers

The dampers work flawlessly when driving about so its all I have to go on really.

Its likely the geo lod of your wheels digging in  under the road surface.  Just change the geometry to make usre it can possibly clash with any roads.

Tech note: While it is possible to animate parts of the geo lod the engine doesnt seem to read the updated positions properly during some functions.  Dampers and mass distribution being two examples.

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Wild wild guess, land contact points?

How will I know if they are incorrect?

Quote[/b] ]My dampers are configured correctly

What makes you think so ? Cause most probably your problems are due to incorrect dumpers

The dampers work flawlessly when driving about so its all I have to go on really.

Its likely the geo lod of your wheels digging in under the road surface. Just change the geometry to make usre it can possibly clash with any roads.

Tech note: While it is possible to animate parts of the geo lod the engine doesnt seem to read the updated positions properly during some functions. Dampers and mass distribution being two examples.

Okay thanks, so I should move the wheels on my geo LOD up since the landcontacts are doing that work anyways?

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Guest RKSL-Rock
Okay thanks, so I should move the wheels on my geo LOD up since the landcontacts are doing that work anyways?

In a word yes. Take a look at the BIS MLOD Hummer. You'll see what i mean.

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Hmm, no luck geometry wise, perhaps it is a damper problem after all. How would I know if its a damper problem and how would I fix it?

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i guess your only option is lookng at bis hummer and making everythig just like in there.

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Sorry for touching the topic, but the original topic is locked and MechaStalin's inbox is full banghead.gif I need to contact You about BTR-80 (rather offtopic)

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Any update to this one? Any idea what causes it and how to fix it?

I tryed making my first add-on...a car. I ran into the same problem now. I have tryed reading online how-to-do guides, tweaking and compiling it close to 100 times...no luck sad_o.gif

What I discovered:

- It stops only on the bridge deck start/end. Roughly the part where the land under the bridge is sloping downwards (the 1st section of a bridge?). It never seems to stop middle of the bridge where the ground underneath the bridge is horizontal. The exact stop point is when the middle of the car (the 'hot spot' ) goes onto the bridge.

- I think it might not be that the tyres sink into the bridge, cause I moved the land contact points downwards so that the tyres don't sink into the bridge deck, but it still stops. Besides the BIS Hummers seem to sink a bit too. I tryed to move the 'stopa...' things in the memory LOD too, but didn't manage to get any change.

I have tryed to copy things from the sigma-6 vehicles how they are set, but cannot see any sensible things to try anymore. (the p3d files inside the BIS pbos are binarized and no idea how to unpack p3d files)

So please  help.gif

(sorry to dig >4 months old thread but imho this was better than posting a new thread)

EDIT - Sep 20, 2008: I think I found a partial solution. I had used an octagon (cylinder with 8 faces) as a wheel in Geo LOD. This ment that the first face which turned upwards from the ground level was in 45 degrees. I modified the wheels so that the first face turning upwards is only c. 30 degrees from horizontal. Now it doesn't stop at bridges; only if I use the slow speed when I enter it it can stop, but normal and full speed you don't notice much difference. I'm not 100% sure this is the thing which cured it because I made few other changes too, but based on other tests too I think it is related to the wheel shape/position in the geo LOD.

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Here is a simple car config for 1 model that has no problems crossing bridges. I thinks is a sedan or scoda config

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

#define _ARMA_

//Class config.bin{

class CfgPatches

{

class McN_vehicles

{

Units[] = {"McN_hmmwv50_des"};

weapons[] = {};

requiredVersion = 1;

requiredAddons[] = {"CAData","CACharacters","CAWeapons","CASounds","CA_Anims_Char"};

};

};

class CfgSkeletons

{

class Vehicle;

class Car

{

isDiscrete = 1;

skeletonInherit = "";

skeletonBones[] = {"volant","","levy predni tlumic","","pravy predni tlumic","","levy dalsi tlumic","","pravy dalsi tlumic","","levy predni zatoc","levy predni tlumic","pravy predni zatoc","pravy predni tlumic","levy dalsi zatoc","levy dalsi tlumic","pravy dalsi zatoc","pravy dalsi tlumic","levy prostredni tlumic","","pravy prostredni tlumic","","levy zadni tlumic","","pravy zadni tlumic","","levy predni","levy predni zatoc","pravy predni","pravy predni zatoc","levy dalsi","levy dalsi zatoc","pravy dalsi","pravy dalsi zatoc","levy prostredni","levy prostredni tlumic","pravy prostredni","pravy prostredni tlumic","levy zadni","levy zadni tlumic","pravy zadni","pravy zadni tlumic","ukaz_rychlo","","ukaz_rychlo2","","ukaz_rpm","","OtocVez","","OtocHlaven","OtocVez","fuel_01","","fuel_1","","prop_01","","prop_02","","prop_2","","prop_1","","damageHide","","damageVez","OtocVez","damageHlaven","OtocHlaven"};

};

};

class CfgModels

{

class Vehicle;

class Car

{

sectionsInherit = "";

sections[] = {"ammo","sklo predni p","sklo predni l","zadni svetlo","brzdove svetlo","spz","karoserie","motor","zbran","vez","zbytek","levy predni","levy prostredni","levy zadni","pravy predni","pravy prostredni","pravy zadni","clan","clan_sign","zasleh","P svetlo","L svetlo","palivo"};

skeletonName = "Car";

class Animations

{

class damageHide

{

type = "hide";

source = "damage";

selection = "damageHide";

};

class IndicatorSpeed

{

animPeriod = 0;

type = "rotation";

source = "speed";

selection = "ukaz_rychlo";

axis = "osa_rychlo";

memory = 0;

minValue = 0;

maxValue = 16.67;

angle0 = 0;

angle1 = 2.87979;

};

class IndicatorSpeed2

{

type = "rotation";

source = "speed";

selection = "ukaz_rychlo2";

axis = "osa_rychlo2";

memory = "false";

animPeriod = 0;

minValue = 0;

maxValue = 16.67;

angle0 = 0;

angle1 = "rad -240";

};

class IndicatorRPM

{

animPeriod = 0;

type = "rotation";

source = "rpm";

selection = "ukaz_rpm";

axis = "osa_rpm";

memory = 0;

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1 = 2.96706;

};

class DrivingWheel

{

type = "rotation";

source = "drivingWheel";

selection = "volant";

begin = "osaVolantZac";

end = "osaVolantKon";

memory = "false";

animPeriod = 0;

minValue = -1;

maxValue = 1;

angle0 = -8;

angle1 = 8;

};

class TurnFrontWheelR

{

type = "rotationY";

source = "drivingWheel";

selection = "pravy predni zatoc";

axis = "pravy predni";

memory = "false";

animPeriod = 0;

sourceAddress = "loop";

minValue = "rad -180";

maxValue = "rad +180";

angle0 = "rad +90";

angle1 = "rad -90";

};

class TurnFrontWheelL: TurnFrontWheelR

{

selection = "levy predni zatoc";

axis = "levy predni";

};

class TurnFrontWheelR2: TurnFrontWheelR

{

selection = "pravy dalsi zatoc ";

axis = "pravy dalsi";

};

class TurnFrontWheelL2: TurnFrontWheelR

{

selection = "levy dalsi zatoc ";

axis = "levy dalsi";

};

class FrontWheelR

{

type = "rotationX";

source = "wheel";

selection = "pravy predni";

axis = "";

memory = "true";

animPeriod = 0;

sourceAddress = "loop";

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1 = "rad -360";

};

class FrontWheel2R: FrontWheelR

{

selection = "pravy dalsi";

};

class BackWheelR: FrontWheelR

{

selection = "pravy zadni";

};

class BackWheel2R: FrontWheelR

{

selection = "pravy prostredni";

};

class FrontWheelL: FrontWheelR

{

selection = "levy predni";

};

class FrontWheel2L: FrontWheelR

{

selection = "levy dalsi";

};

class BackWheelL: FrontWheelR

{

selection = "levy zadni";

};

class BackWheel2L: FrontWheelR

{

selection = "levy prostredni";

};

class FrontWheelDamperR

{

type = "translationY";

source = "damper";

selection = "pravy predni tlumic";

axis = "";

animPeriod = 0;

minValue = -1000;

maxValue = 1000;

};

class FrontWheelDamper2R: FrontWheelDamperR

{

selection = "pravy dalsi tlumic";

};

class BackWheelDamperR: FrontWheelDamperR

{

selection = "pravy zadni tlumic";

};

class BackWheelDamper2R: FrontWheelDamperR

{

selection = "pravy prostredni tlumic";

};

class FrontWheelDamperL: FrontWheelDamperR

{

selection = "levy predni tlumic";

};

class FrontWheelDamper2L: FrontWheelDamperR

{

selection = "levy dalsi tlumic";

};

class BackWheelDamperL: FrontWheelDamperR

{

selection = "levy zadni tlumic";

};

class BackWheelDamper2L: FrontWheelDamperR

{

selection = "levy prostredni tlumic";

};

class damageVez: damageHide

{

selection = "damageVez";

};

class damageHlaven: damageHide

{

selection = "damageHlaven";

};

};

};

class PCAR: Car{};

};

class CfgVehicles

{

class car_sedan;

class PCAR: car_sedan

{

maxSpeed = 250;

displayName = "CL PIMP CAR";

model = "\PCAR\PCAR";

soundEngine[]={\SCAR\SOUND\e.ogg,db-20,0.8};

soundGear[]={\ca\wheeled\Data\Sound\shifter_v3,db-65,1};

SoundGetIn[]={\ca\wheeled\Data\Sound\Humvee_DoorOpenClose,db-45,1};

SoundGetOut[]={\ca\wheeled\Data\Sound\Humvee_DoorOpenClose,db-50,1};

dammageHalf[]=

{

\ca\wheeled\data\hatchback_glass_CA.paa, \ca\wheeled\data\hatchback_glassbr1_CA.paa,

\ca\wheeled\data\hatchback_glass_CA.paa, \ca\wheeled\data\hatchback_glassbr1_CA.paa

};

dammageFull[]=

{

\ca\wheeled\data\hatchback_glass_CA.paa, \ca\wheeled\data\hatchback_glassbr2_CA.paa,

\ca\wheeled\data\hatchback_glass_CA.paa, \ca\wheeled\data\hatchback_glassbr2_CA.paa

};

class Damage

{

tex[]={};

mat[]={

"ca\wheeled\data\hatchback_ext.rvmat",

"ca\wheeled\data\hatchback_ext.rvmat",

"ca\wheeled\data\hatchback_ext_destruct.rvmat",

"ca\wheeled\data\hatchback_int.rvmat",

"ca\wheeled\data\hatchback_int.rvmat",

"ca\wheeled\data\hatchback_int_destruct.rvmat"

};

};

};

//};

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