Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

7Y-Loki

Member
  • Content Count

    59
  • Joined

  • Last visited

  • Medals

Everything posted by 7Y-Loki

  1. Good evening, I have been trying to implement physX into my custom airplane, but something is clearly wrong. Not sure if it is a common mistake, so for the time being I'll show you a video of my problem. Whenever I start a game with the airplane, either Editor or Virtual Arsenal, the plane starts moving forwards on it's own accord, with the engine Off. The thing is, the door and cabin close, and the wheels do rotate, so it's not like the model is just "slipping". Here's the vid: https://youtu.be/NcIdnuizh_Q Not sure if it's some basic command I've missed or what but it's driving me crazy. Any help would be much appreciated. Thanks for your time!
  2. 7Y-Loki

    AirplaneX / suspension / PhysX

    Good evening, Just wanted to post something I came accross while trying out the arma3diag.exe Don't know how to fix this, but I tried checking for anormal forces acting on the airplane that could explain the fact that it is moving forwards. Arma3diag forces on plane Seems some force is acting sideways on the airplane towards the right side...? It is blue and says "T:(succesion of numbers)" Anyone got a clue what it might be? Also, it gives rpm values, but engine is off..?
  3. 7Y-Loki

    AirplaneX / suspension / PhysX

    So the distance between the two points that make the damper axis influences the damper itself? Interesing... didn't know that! I'm turning into a vehicle modder monster then! :D While trying to get a Churchill tank to work, it would flip over, slip sideways, suddenly be catapulted somewhere... bloody PhysX! Will continue to try things randomly, because I have no clue to what is going on. longitudinalStiffnessPerUnitGravity is the only parameter that seems to change something significantly! Thank you both for your time and answers!
  4. 7Y-Loki

    AirplaneX / suspension / PhysX

    Thank you both for your answers. This is my physX part at the moment: class Wheels { class Wheel_1 { boneName = "Wheel_1"; steering = 1; side = "left"; center = "Wheel_1_center"; boundary = "Wheel_1_rim"; width = 0.25; ///wheel width (not radius!) mass = 32; ///wheel mass MOI = 0.5; ///0.5 * wheelMass * wheel radius * 2? (not diameter!) dampingRate = 0.5; ///0.25-2.0 values should be ok. Higher means more difficult to move the wheel dampingRateDamaged = 5; dampingRateDestroyed = 1000; maxBrakeTorque = 500; maxHandBrakeTorque = 200; suspTravelDirection[] = {0, -1, 0}; suspForceAppPointOffset = "Wheel_1_center"; tireForceAppPointOffset = "Wheel_1_center"; maxCompression = 0.1; //should be the same as offset1 maxDroop = 0.1; //should be the same as offset0 sprungMass = 600; /// vehicle mass/number of wheels springStrength = 15000; /// sprungmass * 25 springDamperRate = 2400; ///0.8 * raízCuadrada(sprungmass*springstrengh) longitudinalStiffnessPerUnitGravity = 600; latStiffX = 25; latStiffY = 180; frictionVsSlipGraph[] = {{0, 1}, {0.5, 1}, {1,1}}; }; class Wheel_2: Wheel_1 { steering = 0; boneName = "Wheel_2"; center = "Wheel_2_center"; boundary = "Wheel_2_rim"; mass = 85; MOI = 3.8; width = 0.6; maxBrakeTorque = 3000; maxCompression = 0.15; maxDroop = 0.15; sprungMass = 1200; springStrength = 30000; springDamperRate = 4800; //longitudinalStiffnessPerUnitGravity = 1000; suspForceAppPointOffset = "Wheel_2_center"; tireForceAppPointOffset = "Wheel_2_center"; }; class Wheel_3: Wheel_2 { boneName = "Wheel_3"; side = "right"; center = "Wheel_3_center"; boundary = "Wheel_3_rim"; suspForceAppPointOffset = "Wheel_3_center"; tireForceAppPointOffset = "Wheel_3_center"; }; }; The total mass of the airplane is 3000Kg in the geom lod, and wheel mass above is as in geom lod too. Maybe something to do with the memory LOD? Is this correct? Wheel center+Rim in memory: https://drive.google.com/open?id=0BwkBlM6ab2oUWF84Uy1qeVd5U28 Landcontact: https://drive.google.com/open?id=0BwkBlM6ab2oUSE11b0JRMUh6T0U Geom PhysX: https://drive.google.com/open?id=0BwkBlM6ab2oUenNXMlgtOWU0ckk Geom: https://drive.google.com/open?id=0BwkBlM6ab2oUQzhMR1NDak9ERGs Also here's the concerning part of wheels in the model.cgf: skeletonBones[] = { ... "gear_1","", "gear_1_steering","gear_1", "gear_1_damper","gear_1_steering", "gear_1_Steering2","gear_1", "gear_1_stabil_1","gear_1_steering", "wheel_1","gear_1_damper", "gear_2","", "gear_2_damper","gear_2", "gear_2_stabil","gear_2", "wheel_2","gear_2_damper", "gear_3","", "gear_3_damper","gear_3", "gear_3_stabil","gear_3", "wheel_3","gear_3_damper", "wheel_2_damper_land","", "wheel_3_damper_land","", ...etc class gear_1_Steering: Rotation { type = "rotation"; source = "noseWheelTurn"; selection = "gear_1_Steering"; axis = "gear_1_damper_axis"; memory = 1; sourceAddress = "clamp"; minValue = -1.000000; maxValue = 1.000000; angle0 = -0.349066; //+ angle1 = 0.349066; //- }; class gear_1_Steering2: gear_1_Steering { selection = "gear_1_Steering2"; axis = "gear_1_Steering2_axis"; angle0 = 0.349066*0.7; angle1 = -0.349066*0.7; }; class gear_1_damper { type = "translation"; source = "altRadar"; selection = "gear_1_damper"; axis = "gear_1_damper_axis"; memory = 1; sourceAddress = "clamp"; minValue = 0.000000; maxValue = 1.000000; offset0 = -0.1; // equal to maxDroop in PhysX offset1 = 0.1; // equal to maxCompression in PhysX }; /* class gear_1_stabil_1: gear_1_damper { type = "rotation"; selection = "gear_1_stabil_1"; axis = "gear_1_stabil_1_axis"; angle0 = 0.1; angle1 = -0.1; }; */ class Gear_2: Rotation { type = "rotation"; source = "Gear"; selection = "Gear_2"; axis = "Gear_2_axis"; memory = 1; sourceAddress = "clamp"; minValue = 0.000000; maxValue = 0.700000; angle1 = 1.36; //+1.46 angle0 = 0; }; /* class gear_2_piston_1: Gear_2 { selection = "gear_2_piston_1"; axis = "gear_2_piston_1_axis"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = 0.1; //0.5 }; class gear_2_piston_2: Gear_2 { selection = "gear_2_piston_2"; axis = "gear_2_piston_2_axis"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = 0.2; //0.9 }; */ class gear_2_damper { type = "translation"; source = "altRadar"; selection = "Gear_2_damper"; axis = "Gear_2_damper_axis"; memory = 1; sourceAddress = "clamp"; minValue = 0.000000; maxValue = 1.000000; offset0 = -0.15; // equal to maxDroop in PhysX offset1 = 0.15; // equal to maxCompression in PhysX }; class gear_2_stabil: Rotation { type = "Rotation"; source = "Damper_2_source"; selection = "gear_2_stabil"; axis = "gear_2_stabil_axis"; memory = 1; sourceAddress = "clamp"; minValue = 0; maxValue = 1.000000; angle1 = 0.1; angle0 = -0.1; }; class Gear_3: Rotation { type = "rotation"; source = "Gear"; selection = "Gear_3"; axis = "Gear_3_axis"; memory = 1; sourceAddress = "clamp"; minValue = 0.000000; maxValue = 0.700000; angle1 = -1.36; //-1.447 angle0 = 0.00; }; class gear_3_piston_1: Gear_3 { selection = "gear_3_piston_1"; axis = "gear_3_piston_1_axis"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = 0.1; }; class gear_3_piston_2: Gear_3 { selection = "gear_3_piston_2"; axis = "gear_3_piston_2_axis"; minValue = 0; maxValue = 1; angle0 = 0; angle1 = 0.2; //- }; class gear_3_stabil: Rotation { type = "Rotation"; source = "Damper_3_source"; selection = "gear_3_stabil"; axis = "gear_3_stabil_axis"; memory = 1; sourceAddress = "clamp"; minValue = 0.000000; maxValue = 1.000000; angle0 = 0.1; angle1 = -0.1; }; class gear_3_damper { type = "translation"; source = "altRadar"; selection = "Gear_3_damper"; axis = "Gear_3_damper_axis"; memory = 1; sourceAddress = "clamp"; minValue = 0.000000; maxValue = 1.000000; offset0 = -0.15; // equal to maxDroop in PhysX offset1 = 0.15; // equal to maxCompression in PhysX }; class Wheel_1 { type = "rotation"; source = "wheel"; selection = "wheel_1"; axis = "wheel_1_axis"; memory = 1; sourceAddress = "loop"; minValue = 0.000000; maxValue = 1.000000; angle0 = 0.000000; angle1 = 3.141593; //- }; class Wheel_2: Wheel_1 { selection = "wheel_2"; axis = "wheel_2_axis"; }; class Wheel_3: Wheel_1 { selection = "wheel_3"; axis = "wheel_3_axis"; angle1 = -3.141593; }; class Wheel_2_Damper { type="translation"; source="damper"; selection="wheel_2_damper_land"; axis="Basic_Damper_Destruct_Axis"; animPeriod = 1; minValue= 0; maxValue= 1; offset0= 0.1; offset1= -0.1; memory=1; }; class wheel_3_Damper: Wheel_2_Damper { selection="wheel_3_damper_land"; }; Again, thanks for your time. This is a nightmare, everything works perfectly fine WITHOUT physX.cfg But it's not the same without it, right? :D
  5. 7Y-Loki

    AirplaneX / suspension / PhysX

    Hey mate, When you mean the stiffness are you referring to latStiffX/Y and longitudinalStiffnessPerUnitGravity? Nothing seems to change much when I alter values for latstiffX/Y. I have seen a graph on the wiki, and it seems that 3/18 should be fine (same as samples' airplane model) However, when I change longitudinalStiffnessPerUnitGravity from 600 (rear wheel) or 1000 (front two wheels) to 0, the plane no longer moves forwards with the engine off. When I put engine on and increase throttle, it does move forwards, but jumping from one side to the other (damaging gear). I have tried increasing longitudinalStiffnessPerUnitGravity too, but to no effect. I don't really understand this value, only that it "affects" acceleration and brake force of the vehicle. If I give it a value over 0, it just does the same as on post number 1. Thanks for your time!
  6. Good afternoon! I have been having quite a few issues with my custom tank's physX. I'm really not sure how to describe it, so here's two videos so you can see what it does. At first the wheels would sink into the ground, then they were all above ground but the tank seemed to be floating over the wheels, which were stuck to the ground (so it was functional, but tank was on sort of invisible stretchers to the wheels) speed has never gone over 14km/h. Tank1 EDIT: Forgot to mention, if I come out of the tank, it starts sliding sideways, as shown in the next video: Tank2 So there are 13 wheels on each side, but PhysX only supports 10 per side. So from wheels 3 to 11, they are touching ground. Those are the specified in the config "wheels" physX part with their podkolo PLUS the rear wheels, as said in samples "must be present anyway" Tweaking around the sprungmass, springstrengh..etc I found out I had wrong values. Now that they are supposedly correct, the tank just bobs from one side to the other... and when you accelerate, the nose pulls down and bottom pulls up, rather like it would do while BREAKING..? While on the other hand, the nose pulls up and bottom down when breaking... weird. Anyway, here are some screens of the model LODs, and wheel-relevant config info / model.cfg Resolution LOD memory LOD LandContact LOD Geometry LOD GeomPhysX LOD Config: simulation = "tankX"; maxSpeed=24; normalSpeedForwardCoef = 0.4; changeGearMinEffectivity[] = {0.5,0.15,0.95,0.95,0.95,0.95,0.95,0.95,0.95,0.95,0.95,0.95,0.9,0.9,0.9,0.9,0.9}; torqueCurve[] = {{"(0/0)"},{"(0.14/0.58)"},{"(0.29/0.81)"},{"(0.43/0.94)"},{"(0.57/1)"},{"(0.71/0.98)"},{"(0.86/0.87)"},{"(1/0.03)"}}; thrustDelay = 1; /// how much time does it take to get the full thrust (default 1), used to reduce initial wheel slipping clutchStrength = 180.0; fuelCapacity = 1885; brakeIdleSpeed = 1; /// speed in m/s below which braking is applied latency = 0.1; tankTurnForce = 458700; /// Random magic number, expected to be something like 11 x mass of vehicle /// Gearbox and transmission idleRpm = 700; // RPM at which the engine idles. redRpm = 2640; // RPM at which the engine redlines. engineLosses = 25; // power losses on the engine's crank-shaft (before the gearbox) in Nm. (Multiplied by the gear ratio) transmissionLosses = 15; // power losses on wheel axis (in/after the gearbox) in Nm. (Constant) class complexGearbox { driveString = "D"; gearBoxMode = "auto"; GearboxRatios[] = {"R2",-3,"N",0,"D1",2,"D2",1.2,"D3",0.8,"D4",0.6,"D5",0.5}; moveOffGear = 1; neutralString = "N"; reverseString = "R"; transmissionDelay = 0.1; TransmissionRatios[] = {"High",12}; }; numberPhysicalWheels = 20; class Wheels ///MAX of 10 PHYSX wheels per side! or crash! { class L1 { boneName = "wheel_podkoloL1"; center = "wheel_1_3_axis"; boundary = "wheel_1_3_bound"; damping = 75; steering = 0; side = "left"; mass = 150; //peso en kg de la rueda weight = 150; maxBrakeTorque = 40000; //2000 latStiffX = 25; latStiffY = 280; longitudinalStiffnessPerUnitGravity = 100000; sprungMass = 2320; springStrength = 58000; springDamperRate = 9281; dampingRate = 1; dampingRateInAir = 8830; dampingRateDamaged = 10; dampingRateDestroyed = 10000; MOI = 25; maxDroop = 0.18; maxCompression = 0.18; frictionVsSlipGraph[] = {{0,5},{0.5,5},{1,5}}; }; class L3: L1 { boneName = "wheel_podkoloL2"; center = "wheel_1_4_axis"; boundary = "wheel_1_4_bound"; }; class L4: L1 { boneName = "wheel_podkoloL3"; center = "wheel_1_5_axis"; boundary = "wheel_1_5_bound"; }; class L5: L1 { boneName = "wheel_podkoloL4"; center = "wheel_1_6_axis"; boundary = "wheel_1_6_bound"; }; class L6: L1 { boneName = "wheel_podkoloL5"; center = "wheel_1_7_axis"; boundary = "wheel_1_7_bound"; }; class L7: L1 { boneName = "wheel_podkoloL6"; center = "wheel_1_8_axis"; boundary = "wheel_1_8_bound"; }; class L8: L1 { boneName = "wheel_podkoloL7"; center = "wheel_1_9_axis"; boundary = "wheel_1_9_bound"; }; class L9: L1 { boneName = "wheel_podkoloL8"; center = "wheel_1_10_axis"; boundary = "wheel_1_10_bound"; }; class L10: L1 { boneName = "wheel_podkoloL9"; center = "wheel_1_11_axis"; boundary = "wheel_1_11_bound"; }; // rear left wheel, usually Idler or Drive Sproket // Note, this wheel may not always be touching the ground, but we need it anyway! class L2: L1 //kolP2 { boneName = ""; center = "wheel_1_12_axis"; boundary = "wheel_1_12_bound"; maxDroop = 0; maxCompression = 0; }; ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// class R1: L1 { boneName = "wheel_podkoloP1"; center = "wheel_2_3_axis"; boundary = "wheel_2_3_bound"; side = "right"; }; class R3: R1 { boneName = "wheel_podkoloP2"; center = "wheel_2_4_axis"; boundary = "wheel_2_4_bound"; }; class R4: R1 { boneName = "wheel_podkoloP3"; center = "wheel_2_5_axis"; boundary = "wheel_2_5_bound"; }; class R5: R1 { boneName = "wheel_podkoloP4"; center = "wheel_2_6_axis"; boundary = "wheel_2_6_bound"; }; class R6: R1 { boneName = "wheel_podkoloP5"; center = "wheel_2_7_axis"; boundary = "wheel_2_7_bound"; }; class R7: R1 { boneName = "wheel_podkoloP6"; center = "wheel_2_8_axis"; boundary = "wheel_2_8_bound"; }; class R8: R1 { boneName = "wheel_podkoloP7"; center = "wheel_2_9_axis"; boundary = "wheel_2_9_bound"; }; class R9: R1 { boneName = "wheel_podkoloP8"; center = "wheel_2_10_axis"; boundary = "wheel_2_10_bound"; }; class R10: R1 { boneName = "wheel_podkoloP9"; center = "wheel_2_11_axis"; boundary = "wheel_2_11_bound"; }; // rear right wheel, usually Idler or Drive Sproket // Note, this wheel may not always be touching the ground, but we need it anyway! class R2: L2 { boneName = ""; center = "wheel_2_12_axis"; boundary = "wheel_2_12_bound"; side = "right"; maxDroop = 0; maxCompression = 0; }; }; selectionLeftOffset = "PasOffsetL"; selectionRightOffset = "PasOffsetP"; memoryPointTrack1L = "Stopa LL"; memoryPointTrack1R = "Stopa LR"; memoryPointTrack2L = "Stopa RL"; memoryPointTrack2R = "Stopa RR"; steerAheadSimul = 0.5; steerAheadPlan = 0.35; predictTurnPlan = 2.8; predictTurnSimul = 2.6; brakeDistance = 15; precision = 5; wheelCircumference = 0.4; tracksSpeed = 1; And the model.cfg wheel relation: #define ADD_COMPONENT(component) \ class Add##component \ { \ selection = z_##component; \ source = Add##component; \ type = hide; \ sourceAddress = mirror; \ minValue = -1; \ maxValue = 0; \ hideValue = 0.5; \ }; class Rotation { type = "rotation"; memory = 1; minValue = 0; maxValue = 1; angle0 = 0; angle1 = 1; }; class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class Vehicle: Default {}; class TankBase: Vehicle {}; class 7Y_churchill_01_skeleton: TankBase { skeletonInherit = "TankBase"; skeletonBones[] = { "wheel_1_1","", "wheel_1_2","", "wheel_1_12","", "wheel_1_13","", "wheel_2_1","", "wheel_2_2","", "wheel_2_12","", "wheel_2_13","", "podkoloL1","", "podkoloL2","", "podkoloL3","", "podkoloL4","", "podkoloL5","", "podkoloL6","", "podkoloL7","", "podkoloL8","", "podkoloL9","", "podkoloP1","", "podkoloP2","", "podkoloP3","", "podkoloP4","", "podkoloP5","", "podkoloP6","", "podkoloP7","", "podkoloP8","", "podkoloP9","", "wheel_1_3","podkoloL1", "wheel_1_4","podkoloL2", "wheel_1_5","podkoloL3", "wheel_1_6","podkoloL4", "wheel_1_7","podkoloL5", "wheel_1_8","podkoloL6", "wheel_1_9","podkoloL7", "wheel_1_10","podkoloL8", "wheel_1_11","podkoloL9", "wheel_2_3","podkoloP1", "wheel_2_4","podkoloP2", "wheel_2_5","podkoloP3", "wheel_2_6","podkoloP4", "wheel_2_7","podkoloP5", "wheel_2_8","podkoloP6", "wheel_2_9","podkoloP7", "wheel_2_10","podkoloP8", "wheel_2_11","podkoloP9", "damageHide","", "podkoloL1_hide","podkoloL1", "podkoloL2_hide","podkoloL2", "podkoloL3_hide","podkoloL3", "podkoloL4_hide","podkoloL4", "podkoloL5_hide","podkoloL5", "podkoloL6_hide","podkoloL6", "podkoloL7_hide","podkoloL7", "podkoloL8_hide","podkoloL8", "podkoloL9_hide","podkoloL9", "podkoloP1_hide","podkoloP1", "podkoloP2_hide","podkoloP2", "podkoloP3_hide","podkoloP3", "podkoloP4_hide","podkoloP4", "podkoloP5_hide","podkoloP5", "podkoloP6_hide","podkoloP6", "podkoloP7_hide","podkoloP7", "podkoloP8_hide","podkoloP8", "podkoloP9_hide","podkoloP9", "main_trav","", "commander_turret","main_trav", "main_elev","main_trav", "cannonMG","main_elev", "zasleh","main_elev", "recoilHlaven", "main_elev", "gunnerview","main_elev", "zasleh2","main_elev", /* "OtocVelitele","", "OtocHlavenVelitele","OtocVelitele", */ "loader_trav","", "loader_elev","loader_trav", "loaderview","loader_elev", "zasleh3","loader_elev", "hatch_driver_A","", "hatch_driver_B","", "hatch_loader_A","", "hatch_loader_B","", "hatch_commander_A","main_trav", "hatch_commander_B","main_trav", "hatch_gunner_A","main_trav", "hatch_gunner_B","main_trav", "damageVez","main_trav" }; }; }; class CfgModels { class Default { sectionsInherit = ""; sections[] = {}; skeletonName = ""; }; class Vehicle: Default {}; class Tank : Vehicle {}; class 7Y_churchill: Tank { htMin = 60; // Minimum half-cooling time (in seconds) htMax = 1800; // Maximum half-cooling time (in seconds) afMax = 200; // Maximum temperature in case the model is alive (in celsius) mfMax = 100; // Maximum temperature when the model is moving (in celsius) // mFact & tBody used to simulate main gun heat mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)). tBody = 250; // Metabolism temperature of the model (in celsius) skeletonName = "7Y_churchill_01_skeleton"; sections[] = { "PasOffsetP", "PasOffsetL", "pas_L", "pas_P", "motor", "vez", "zbran", "clan", "clan_sign", "Light_L", "Light_R", "zbytek", "Camo1", "zasleh2", "zasleh3", "zasleh", "main_elev", "main_trav", "loader_elev", "loader_trav" }; class Animations { class damageHide { type="hide"; source="damage"; selection="damageHide"; }; //////////////NOT TOUCHING GROUND LEFT/////////////// class Wheel_kolL1 { type="rotationX"; source="wheelL"; selection="wheel_1_1"; axis=""; memory="false"; animPeriod=0; minvalue=0.5; maxvalue = 1.0; angle0=0; angle1="rad -360"; sourceAddress="loop"; }; class Wheel_kolL2: Wheel_kolL1 { selection="wheel_1_2"; }; class Wheel_kolL3: Wheel_kolL1 { selection="wheel_1_12"; }; class Wheel_kolL4: Wheel_kolL1 { selection="wheel_1_13"; }; //////////////NOT TOUCHING GROUND RIGHT/////////////// class Wheel_kolP1: Wheel_kolL1 { source="wheelR"; selection="wheel_2_1"; }; class Wheel_kolP2: Wheel_kolP1 { selection="wheel_2_1"; }; class Wheel_kolP3: Wheel_kolP1 { selection="wheel_2_2"; }; class Wheel_kolP4: Wheel_kolP1 { selection="wheel_2_12"; }; class Wheel_kolP5: Wheel_kolP1 { selection="wheel_2_13"; }; ///////////////////WHEELS LEFT/////////////////////// class Wheel_koloL1: Wheel_kolL1 { selection="wheel_1_3"; }; class Wheel_koloL2: Wheel_koloL1 { selection="wheel_1_4"; }; class Wheel_koloL3: Wheel_koloL1 { selection="wheel_1_5"; }; class Wheel_koloL4: Wheel_koloL1 { selection="wheel_1_6"; }; class Wheel_koloL5: Wheel_koloL1 { selection="wheel_1_7"; }; class Wheel_koloL6: Wheel_koloL1 { selection="wheel_1_8"; }; class Wheel_koloL7: Wheel_koloL1 { selection="wheel_1_9"; }; class Wheel_koloL8: Wheel_koloL1 { selection="wheel_1_10"; }; class Wheel_koloL9: Wheel_koloL1 { selection="wheel_1_11"; }; ///////////////////WHEELS RIGHT/////////////////////// class Wheel_koloP1: Wheel_koloL1 { source="wheelR"; selection="wheel_2_3"; }; class Wheel_koloP2: Wheel_koloP1 { selection="wheel_2_4"; }; class Wheel_koloP3: Wheel_koloP1 { selection="wheel_2_5"; }; class Wheel_koloP4: Wheel_koloP1 { selection="wheel_2_6"; }; class Wheel_koloP5: Wheel_koloP1 { selection="wheel_2_7"; }; class Wheel_koloP6: Wheel_koloP1 { selection="wheel_2_8"; }; class Wheel_koloP7: Wheel_koloP1 { selection="wheel_2_9"; }; class Wheel_koloP8: Wheel_koloP1 { selection="wheel_2_10"; }; class Wheel_koloP9: Wheel_koloP1 { selection="wheel_2_11"; }; ///////////////////SUSPENSION LEFT///////////////////////// class Wheel_podkoloL1 { type="translation"; source="damper"; selection="podkoloL1"; axis="Basic_Damper_Destruct_Axis"; memory="true"; animPeriod=0; minValue="0"; maxValue="1"; offset0= "-0.18"; offset1= "0.18"; }; class Wheel_podkoloL2: Wheel_podkoloL1 { selection="podkoloL2"; }; class Wheel_podkoloL3: Wheel_podkoloL1 { selection="podkoloL3"; }; class Wheel_podkoloL4: Wheel_podkoloL1 { selection="podkoloL4"; }; class Wheel_podkoloL5: Wheel_podkoloL1 { selection="podkoloL5"; }; class Wheel_podkoloL6: Wheel_podkoloL1 { selection="podkoloL6"; }; class Wheel_podkoloL7: Wheel_podkoloL1 { selection="podkoloL7"; }; class Wheel_podkoloL8: Wheel_podkoloL1 { selection="podkoloL8"; }; class Wheel_podkoloL9: Wheel_podkoloL1 { selection="podkoloL9"; }; ///////////////////SUSPENSION RIGHT///////////////////////// class Wheel_podkoloP1: Wheel_podkoloL1 { selection="podkoloP1"; }; class Wheel_podkoloP2: Wheel_podkoloP1 { selection="podkoloP2"; }; class Wheel_podkoloP3: Wheel_podkoloP1 { selection="podkoloP3"; }; class Wheel_podkoloP4: Wheel_podkoloP1 { selection="podkoloP4"; }; class Wheel_podkoloP5: Wheel_podkoloP1 { selection="podkoloP5"; }; class Wheel_podkoloP6: Wheel_podkoloP1 { selection="podkoloP6"; }; class Wheel_podkoloP7: Wheel_podkoloL1 { selection="podkoloP7"; }; class Wheel_podkoloP8: Wheel_podkoloL1 { selection="podkoloP8"; }; class Wheel_podkoloP9: Wheel_podkoloL1 { selection="podkoloP9"; }; ///////////////////////////////////////////////////////////// class podkoloL1_hide_damage: damageHide { selection="podkoloL1_hide"; }; class podkoloL2_hide_damage: damageHide { selection="podkoloL2_hide"; }; class podkoloL3_hide_damage: damageHide { selection="podkoloL3_hide"; }; class podkoloL4_hide_damage: damageHide { selection="podkoloL4_hide"; }; class podkoloL5_hide_damage: damageHide { selection="podkoloL5_hide"; }; class podkoloL6_hide_damage: damageHide { selection="podkoloL6_hide"; }; class podkoloL7_hide_damage: damageHide { selection="podkoloL7_hide"; }; class podkoloL8_hide_damage: damageHide { selection="podkoloL8_hide"; }; class podkoloL9_hide_damage: damageHide { selection="podkoloL9_hide"; }; ////////////////////////////////////////////////////////////// class podkoloP1_hide_damage: damageHide { selection="podkoloP1_hide"; }; class podkoloP2_hide_damage: damageHide { selection="podkoloP2_hide"; }; class podkoloP3_hide_damage: damageHide { selection="podkoloP3_hide"; }; class podkoloP4_hide_damage: damageHide { selection="podkoloP4_hide"; }; class podkoloP5_hide_damage: damageHide { selection="podkoloP5_hide"; }; class podkoloP6_hide_damage: damageHide { selection="podkoloP6_hide"; }; class podkoloP7_hide_damage: damageHide { selection="podkoloP7_hide"; }; class podkoloP8_hide_damage: damageHide { selection="podkoloP8_hide"; }; class podkoloP9_hide_damage: damageHide { selection="podkoloP9_hide"; }; ////////////////////////////////////////////////////////////// Thanks for your time! Loki.
  7. 7Y-Loki

    Custom Tank PhysX PROBLEM

    Thanks for your answer! That includes front/rear sprokets? Even wheels not touching ground? (Different sized wheels)
  8. Yes, kind of a weird title. So, here's the problem. In most of the maps I have been making I have come across this nagging little problem. Sometimes some textures appear where they shouldn't, always in the limits between another two textures. I have thought that maybe it could be because of the faint blur on the mask image, but as I understand it, a faint blur makes the transition from one texture to another look smoother (?) Here there are some examples: And here some photos of the blurred masks: Thank you for your time! -Loki.
  9. Good day, I have got a little problem with a custom optic I am trying to get ingame for a mod I am working on. The optic has a round .p3d model with a texture applied correctly. However, ingame, it works as if it were magnified like x10..? Here some screens and how I defined the optics in the config: This is what it should look like: http://i180.photobucket.com/albums/x230/ArTaNiSS_2007/besaOptic_zpsayfbzduc.jpg This is what you see: http://i180.photobucket.com/albums/x230/ArTaNiSS_2007/20170113105129_1_zpsuqkrzvd6.jpg And this is the UV layout in O.B: http://i180.photobucket.com/albums/x230/ArTaNiSS_2007/Sin ttulo-1_zpsmww2t4q3.jpg Here the config: class RCWSOptics; class crusader_commander_optics { class Wide: RCWSOptics { initFov="(36 / 120)"; minFov="(36 / 120)"; maxFov="(36 / 120)"; visionMode[]= { "Normal" }; //thermalMode[]={2,3}; gunnerOpticsModel="\7Y_weapons\optics\crusader_commander.p3d"; gunnerOpticsEffect[]={}; }; class Medium: Wide { initFov="(150 * 0.05625 / 120)"; minFov="(150 * 0.05625 / 120)"; maxFov="(150 * 0.05625 / 120)"; }; class Narrow: Medium { initFov="(60 * 0.05625 / 120)"; minFov="(60 * 0.05625 / 120)"; maxFov="(60 * 0.05625 / 120)"; }; }; Then in the cfgVehicle I have this: discreteDistance[]={10,50,100,150,200,300,500,750}; discreteDistanceInitIndex=2; gunnerOpticsModel="\7Y_weapons\optics\crusader_commander"; gunnerOutOpticsModel=""; gunnerOpticsEffect[]={}; showgunneroptics = 1; gunnerAction="passenger_generic01_foldhands"; //mbt2_slot2a_in gunnerInAction="passenger_generic01_foldhands"; //passenger_low01, passenger_generic01_leanleft, passenger_generic01_foldhands gunnerForceOptics = 1; gunnerCanSee = 31; class OpticsIn { class Main { useModelOptics = 1; gunnerOpticsModel = "\7Y_weapons\optics\crusader_commander"; gunnerOpticsEffect[] = {"TankGunnerOptics2","OpticsBlur1","OpticsCHAbera1"}; initAngleX = 0; minAngleX = -100; maxAngleX = 100; initAngleY = 0; minAngleY = -360; maxAngleY = 360; initFov = 0.4; minFov = 0.1; maxFov = 0.9; memoryPointGunnerOptics = "usti Hlavne3"; visionMode[] = {"Normal"}; opticsFlare = 1; opticsDisablePeripherialVision = 1; cameraDir = ""; }; }; class ViewOptics { initAngleX = 0; minAngleX = -70; //-5 maxAngleX = 60; //45 initAngleY = 0; //0 minAngleY = -20; //-20 maxAngleY = 40; //20 initFov = 0.4; minFov = 0.1; maxFov = 0.9; visionMode[]= {"Normal"}; }; class ViewGunner { initAngleX = 0; minAngleX = -100; maxAngleX = 50; initAngleY = 0; minAngleY = -20; maxAngleY = 20; initFov = 0.4; minFov = 0.1; maxFov = 0.9; visionMode[]= {"Normal"}; //thermalMode[]={4,5}; }; I have searched on the forums for anything related with optics, however the nearest I got to my problem was with a post about some Sanchez, but no joy in the end. I have tweaked the Fov values some times, but the only thing I achieve is getting in more/less zoom, without actually changeing the actual size of the optic. Thanks in advance for your time, Loki.
  10. 7Y-Loki

    Custom Optic zoomed in too much?

    ok SOLVED. What seemed to solve it was changing the mesh to a rectangle, rather than a circle and remake the texture to fit it. Thanks for your help anyway x3kj
  11. 7Y-Loki

    Custom Optic zoomed in too much?

    Thanks for your response. I have scaled the mesh up and down to no effect. It still seems like it is zoomed in or something. I wonder, do the optics need to be square or something of the sort?
  12. I've been working on a custom airplane but I've been having problems with the gear. So far I have: -Geo + PhysX LOD both have the three wheels defined as "wheel_1", "wheel_2" and "wheel_3" and each as "Component XX" -All components in both LODs are closed and convex. -These names (wheel_1, wheel_2 and wheel_3) are the named selections on the visual LODs, and properly named in the model.cfg -Config file has driveOnComponent[] = {"wheel_1","wheel_2","wheel_3"}; -LandContact LOD has three points, one beneath each wheel If I start the plane in mid air in the mission Editor, the gear system works fine. Wheels retract perfectly. But once the plane hits the ground, they stop working (meaning If I land and take off again, gear won't retract anymore). https://www.youtube.com/watch?v=18zKmc8nR68 When I start the plane on the ground (virtual arsenal or mission Editor) the plane seems to be rolling on square wheels.. (?) and bobs from one side to another, moves o the sides.... https://www.youtube.com/watch?v=AxBBacUhs1o If I manage to take off (it is very difficult because the plane barely gains speed and is moving all over the place) the gear doesn't retract (the option to do so doesn't show up, nor toggling "G") Sometimes the plane bumps so much that it explodes. https://www.youtube.com/watch?v=HyEmD_DJWSU I have lost too much hair already and am very nearly on the verge of ending with martinezfg11 's patience, who has kindly been trying to help me out. So any hints you can spare, will be greatly appreciated!
  13. 7Y-Loki

    Gear not working on Airplane

    Cheers mate! Spity is coming along well. I'm adding some stuff to it. Just need to get the rpm gauge working (rpms go to 100% with just engine ON) and another minor issues! Thanks for your help!
  14. 7Y-Loki

    Gear not working on Airplane

    Good day! I have finaly made it work. The solution was: make new GEO and PhysX LODs :lol: I don't know what was wrong, but it was definitly there. Now the airplane takes off, can retract and open gear.. Thanks for your help, and I hope we can see a Supermarine Spitfire ingame sometime soon! Thanks again.
  15. 7Y-Loki

    Gear not working on Airplane

    Good evening! Well, I have found two non convexities on the Geometry LOD. Weird, as they definitely haven't shown up before... I have closed them and now, the plane still bobs from one side to another before takeoff. I disabled damage, and once it takes off (it takes very long for it to gain enough speed) once in the air it DOES give the option to retract the gear! So it must have something to do with the gear getting damaged. Maybe this is an extremely idiotic question, but am I supposed to add some sort of material to the wheels in the geo LOD or set a wheel friction coef? Because if that is the case, I've done nothing of the sort.
  16. 7Y-Loki

    Gear not working on Airplane

    Hehe no, each wheel weighs 26'66kg´. Total weight is 2.700kg I will try that, let's see if the wheels don't go wild making them convex. Thanks
  17. 7Y-Loki

    Gear not working on Airplane

    Good evening! Thanks for your response. I have removed damage and I still don't get the option to retract the gear after managing takeoff. Only when I start the mission already flying. Also it is near impossible to take off, the plane just jumps to the sides, very unstable. In the geo lod each wheel weighs 26,66kg. The total of the plane is 2.700 kg
  18. 7Y-Loki

    Gear not working on Airplane

    Good morning, Thanks for your response. Changeing from airplaneX to airplane doesn't seem to change much, only that the airplane starts with the tail in the air. It falls back to the ground when I switch the engine on. This is a video from the Virtual Arsenal: https://www.youtube.com/watch?v=Gh4MVSAxlyA This when I start a mission on the Ground: https://www.youtube.com/watch?v=w1VHTCK4yw8 And this when I start a mission mid-air https://www.youtube.com/watch?v=uzFQJ9FEIEQ And these are some photos of my geometry LOD: Geometry PhysX LOD: And resolution LOD: I can post my model.cfg and config files if that would help. Thank you for your time!
  19. Good day, I use blender too and yeah, they don't seem to like each other too much.. If I were you I would assign the UVs and make the LODs all in Blender. However I never use Blender for texturing at all. I make selections in blender where I want different materials and textures to be applied, and just save the uv layout, one for a large selection or many selections in one uv, doesn't matter. Then import the uv layput into photpshop/gimp, and color it. Then in OB, when I have the object imported, I select the named selections and with "E" I assign its corresponding uv layout in paa format and material rvmat. When importing/exporting into blender and object builder, it likes to reset the location of textures,rvmats and proxies to P, when locations should be directly your mod folder. Meaning: The locations should be "My_mod/data/texture.001.paa" and a3/data/proxies/whatever..." and importing exporting out to blender and back into OB changes these to "P:/My_mod/data/texture..."That P may be giving you problems, so always check whenever you import back into OB. Under tools there's an option, hmm Mass texture renaming or something of the sort, that can help you rename all your textures' paths easily.
  20. Good day, I am having some problems with my first custom model mod, for the moment just for learning purposes. I am using an aircraft model but have two main issues I am unable to find a solution for. EDIT2: Main problem remaining is that the gear won't retract after takeoff. If you start a mission flying, everything works ok, but taking off in a mission and Virtual Arsenal, the plane catches speed and after reaching 100km/h or so, it starts bobbing from one side to another, and sometimes crashes. If it manages to take off, the gear won't retract. To the point: When the airplane is static, it sinks into the ground up to the belly, as if it had no gear. When it starts moving, it pops out of the ground and onto the wheels (?), and when you slow down and come to a stop, it sinks again. Following the samples model, and other examples I have come across, the Land Contact LOD seems correct, I have the wheels defined in all LODs but the Geometry PhysX. The solution may be something simple but it evades me... Here's a photo: EDIT: -Whatever I do, the propeller rotates around the whole airplane, not on its axis. I have tried so many variations on the model.cfg that It has become quite frustrating. I have followed Sabre's ultralight guide, Monklab's tutos, and searched the forum for answers. But the solution for everyone's problem doesn't solve mine! At first the propeller rotated around the plane in a sphere. Now it seems to rotate on an X axis, although it is set to use the "vrtule_axis".. I have also tried using the "rotationZ" type, but to no effect. SOLVED BELOW So B.I forum lords, if you have some time, give us a hand! I am a complete noobie when it comes to getting stuff into the game, and my main goal is to learn, and there is nothing in spanish where to gather information from, so I will be very thankful with any help I can get. Thank you for your time everyone!
  21. 7Y-Loki

    Problems with custom airplane

    Mate, I think I'm going to open up a new thread for specificaly this gear problem, because it is not normal. Either the gear doesn't retract or the rear wheel doesn't turn. Or the gear works fine unless I touch ground...! I have solved many other problems thanks to this thread, but goona open another just for the wheels and explaining everything a bit better. Thanks for your help!
  22. 7Y-Loki

    Problems with custom airplane

    Hello again, I tried what you suggested and well... funny thing happened. So, I named in the LandContact LOD wheel_1, wheel_2 and wheel_3 (same as in resolution LODs), and now the gear can be retracted; however, the front wheels seem stuck to the ground. I increase throttle, and the plane turns over forwards... haha wtf is wrong with this plane. I can retract the gear being stationary, and when I do, the plane doesn't move, it doesn't fall over or anything, as if there was an invisible box beneath it... Gonna see if changeing some names around fixes anything. Thanks for your help mate, I really appreciate it. If you ever need help with that super Bell v280 Valor, call on me and I will help if I can EDIT: Here some videos. https://www.youtube.com/watch?v=fJyk_GViwF4 https://www.youtube.com/watch?v=MTJiHoobkyA
  23. 7Y-Loki

    Problems with custom airplane

    Good day martinezfg11, I have changed the wheels on the physX and Geom LOD and made them rounder, and changed the name of the wheels. In the resolution LOD they are called wheel_1, wheel_2... and in the geom and physx LOD they are called wheels_1, wheels_2... apart from having the "ComponentXX" name too. But the airplane still bumps a little bit on takeoff, AND gear still doesn't retract after take off. However, it does if I start a mission in the air in the Editor... works perfectly fine :386: Thanks for your response! EDIT: Main problem remaining is that the gear won't retract after takeoff. If you start a mission flying, everything works ok, but taking off in a mission and Virtual Arsenal, the plane catches speed and after reaching 100km/h or so, it starts bobbing from one side to another, and sometimes crashes. If it manages to take off, the gear won't retract.
  24. 7Y-Loki

    Problems with custom airplane

    I have double-checked everything and in the end a suspicion arose inside me... so I tried the plane from the Editor already flying, and the gear retracting works perfectly fine. The thing is, when I take off, the plane bumps on its wheels, and I guess that damages the gear probably? So I suppose I will have to change the Geom and PhysX LODs and make rounder and more detailed wheels. I will try when I can. Thanks a lot mate.
×