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J. Point

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Posts posted by J. Point


  1. 46 minutes ago, x3kj said:

    2) dampingrateinair and MOI are the main parameters that dictate how fast/slow your vehicles accelerates, decelerates without engine power and it's topspeeds.  Tweaking them carefully, one at a time is necessary. That you stop as soon as you release throttle indicates that you have fairly high movement resistant currently. If the vehicle accelerates on it's own then that is a result of dampingrateinAir beeing too low for the chosen MOI value. It's unphysical behaviour (energy conservation law thrown out the window) due to BIS's tank physx integration as far as i can tell, but thats what we have to deal with.

    3) in the dialog you see that at current top speed you have an rpm of ~1860 at the engine. If you check your engine settings, you see that at this point the engine is losing torque, would it turn faster. Your vehicle not accelerating further means that the MOI/dampingrateinair setting at this speed is in balance with the torque generated by the engine. JFYI - you also lose torque and rpm due to the physx clutch - if you check the rpm value behind Gear 2, it says 1589 rpm as Gearbox input - so you are losing 270 rpm due to the clutch at this mode of operation.

     

     

    So if I understand correctly you are saying there are no issues with friction, wheel size, physx geometry hitting, or stuff like that? Why is my wheel rotation speed on the right higher than on the left? they are exact copies in the p3d model.

     

    The current settings for the enginePower, maxOmega and peakTorque are taken from the Real life engine that is in the Warrior and I tweaked to torqueCurve to something that makes sense to me. 

     

    67a507416e9cb9ab52a9f10dc3c00402.png

     

    Are the above settings the cause or part of the problem? Or is the only think I need to tweak the MOI & dampingrateinair?

     

    8e7129a78029ec0ea66c9ba229117cfe.png

     

    Finally; I read about the diag.exe's config merge function in the link you sent before but I don't understand how I can get that to work? These settings aren't in a single config file, this is the current PBO structure:

     

    af7dac896f9c7bc3b0a3ae33c550c2e2.png

     

    Thanks.


  2.  

    13 hours ago, x3kj said:

    First of all, the mass of physX LOD has no effect at all.

    To find out what causes this issue you should use arma3diag.exe (only available when using devbranch). When using diag.exe, activate EPEVehicle dialog for debugging help https://community.bistudio.com/wiki/Arma_3_Diagnostics_Exe

     

    Based on experience there could be two core reasons:  a) the gearbox is simply not switching properly and is stuck in first gear  b) some weird hiccup with the wheels/physx bodies, where parts are counted as draggin on the ground and therefore creating a lot of resistance forces

     

    Best way for us to help you would be if you could make a video of your tank (attempt to) drive, with EPEVehicle dialog enabled.

    Thanks for the reply.

    I'll try and get the diagnostics run tomorrow and update here.

     

    Am I ok to change the phsyx lod mass to 1 then? I don't know if it will help you to find the problem but some of it behaviour while driving:

     

    • When I stop accelerating or as soon as the vehicle speed drops itself to 10km/h or below (when it was still able to go that speed) the vehicle hits the brakes, hard and stops. Same on reverse. Changing the brakeIdleSpeed has no effect on this behavior. So right now with 8km/h being the max as soon as I stop accelerating it stops. The gearbox switching might be the cause but I've tried it on full-auto and still no luck.
    • When I tweak the dampingRateInAir and MOI the vehicle goes totally out of control, accelerating on itself as soon as it gets above 10km/h (again, before the axis and bounds being corrected) and would go to about 90km/h and then start flipping like crazy.

  3. Hey,

     

    I'm working on the config of a model I created but I'm having trouble with the config of the Physx, more precisely the speed.

     

    I am aware of the normal reason for this, being that the memory points for the wheels aren't all the same diameter but that isn't the case, the warrior was stuck at about 12-13km/h when this was the case with the sprockets at a different size but after fixing this the new max speed is a whopping 8 km/h!

     

    picture of the memory LOD for the axis & bounds: 

     

    78c15f9f077252cacc1ab33d3fbda0a1.png

     

    physX.hpp link: https://drive.google.com/open?id=1_clmWh1yXm2z_BAag3cgdt9eqgLZv-DU

     

    model.cfg  link: https://drive.google.com/open?id=1YTLLd0_N6zpp9vNuSeWGRRM9dN2k8ABo

     

    The only thing I can think of might be the mass?

     

    The mass for the geometry is 25400.0 and the mass for the Geometry PhysX is 6.45.

    Pictures of both:

     

    2ec8694621b11f3266ba7561db189ec4.png

    ef0f90479afd68036ff4afe454c58d22.png

     

     

    Any help is very very appreciated! 


  4. 12th Armoured Infantry Brigade

    Who are we?


    Under Army 2020 the 12th Armoured Infantry Brigade forms part of the reaction force. As a unit our main aspect of gaming is Infantry. The 1st Battalion, The Royal Welsh is a Regular Army armoured infantry battalion based at Tidworth Camp. It comes under 12th Armoured Infantry Brigade who are an Armoured Infantry Brigade that uses the Warrior IFV. The Infantry will also be backed up by a variety of support assets.

     

    What do we do?


    As you can tell from that short description, we are a UK-based and reenactment MilSim community. We were founded recently from a big group of members splitting of from another community. Find our ORBAT here: 12aib.co.uk. (Note: you have to register first!)
    So if you are looking to join a MilSim community (and we take that word seriously!) that is established and led by very experienced people with years of being in the loop then don't hesitate and register today! 12aib.co.uk.

    We are all about being as realistic as possible while keeping everything fun because after all it's a video game but that doesn't keep us from making maximum effort in making our mentality in-game as serious as possible! So no yes/no sir mentality.

     

    What we offer:

     

    • Experienced and organised leadership that have a unified vision.
    • No favouritism! Everyone is treated equal, no one will be given any better treatment for whatever reason.
    • Real MilSim playstyle. We try to have a very high amount of professionalism when we are in-game. Banter is great and encouraged (British) but professionalism is required when in-game.
    • Homemade weekly missions and training. We create all our operations and training ourselves and they aren't recycled. 
    • Operations are weekly on Wednesday (19:30 GMT) and Saturday (19:30 GMT).
    • First-person only.
    • A real armoured infantry experience, utilising real-life tactics and Infantry Fighting Vehicles, looking to use challenger 2 MBTs in the future. 
    • A lot of members with real-life military experience both serving and ex-serving.
    • Homemade mods and modpack.
    • Extensive planning pre-mission (SITREP/WARNO) issued days in advance.
    • Operations and home-rotation alternate each other realistically.

     

    What we look for in applicants:

     

    • 17 years or older (no exceptions).
    • Functioning microphone.
    • Willingness to learn and improve. Take constructive criticism!
    • Your idea of fun should be immersion and making it MilSim, realistic, not going on your own and killing AI.
    • Attendance requirement is 50%, if unable to meet this you will be put in the reserves, able to join when you are available. 
    • We DO NOT require this to be your only ArmA community, we allow multi-clanning.

  5. Hello everyone!

     

    I've been working with UK military vehicles in Milsim communities for about a year now and having recently changed to using the Warrior we had to resort to the default Arma variant and it's partial re-textures so a week ago I decided that I will try and learn how to model a new vehicle into ArmA from scratch and I have been spending a lot of time since then watching tutorials, reading forums and asking questions just about everything. I downloaded Blender and started to learn how to use it and this is where I stand after a week:

     

     ZFBOog5.png

    bluqU3i.png

    kKHRbIf.png

    zlgMiYS.png

    IJlrbnj.png

    Tdj9uN4.png

     

    My intent is to create a better and more immersive version of the one currently available with a fully modelled interior not just for the passengers like they do now but also for the crew and with opening hatches like the rear door as seen above and the top hatch. 

     

    I'm learning as I go, discovering fast ways to do something that took 30min of manually moving each vert with one shortcut but I enjoy it! :) 

     

    This thread is for me to keep you guys updated on the progress and ideally, if people are willing to ask some of the more technical questions and possibilities as besides the base model I have no idea haha! 

     

    As you can probably see I'm currently working on the driver's hatch and with me wanting to give it an interior there has to be an inside view where he can manually look out the viewing ports which afaik I will have to accomplish by making them simply openings with glass to look through instead of the periscope it has IRL. The only other possibility I see is using PIP to simulate the periscope but I don't think that is a good idea as the quality is very subject to the client's settings. The problem I currently have is that if they are just viewports the driver his head will be a lot higher than it is IRL (he will have to be able to see outside with his own eyes directly) which I think will make the helmet clip through the top of the hatch and making the hatch taller isn't really an option as it will just look unrealistic from the outside. Any ideas?

     

     

    Thanks in advance for the feedback! 

     

    • Like 7

  6. Hello and greetings from Belgium! ;)

     

    I'm new to the ArmA 3 Forums side of things but have been playing the game for a long time, primarily in MilSim communities. This need basically came from my hobby Airsoft transferring to MilSim so out of chance and curiosity I googled it, joined one and almost 3 years later here I am :).

     

    Look forward to sharing and learning here!

    • Like 1
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