icarusuk
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Everything posted by icarusuk
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Ok Ive run into some problems with my arty script. Â I have it all mathmatically setup for perfect conditions, however when I give a projectile and ideal velocity, it falls short, because of drag! How can I find out the effects of drag, so i know what velocity I really need to use to get a projectile to land exactly on a specified target?
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Calculating air resistance
icarusuk replied to icarusuk's topic in OFP : MISSION EDITING & SCRIPTING
Ahh yes, rubbing. Makes some nifty smoke effects I sent Suma a PM asking if its possible to let us in on the proper model that they used, Im not expecting a reply, but at least I tried. -
Calculating air resistance
icarusuk replied to icarusuk's topic in OFP : MISSION EDITING & SCRIPTING
LoL thats some funky graph doodles, done in MSPaint?  Hehehe. My full script (thats over 4 pages long so itsnt posed here) can accurately aim at a moving target or group.  It adjusts for launcher / target height (not with the pathetic select 2 rubbish, but using ASLheight).  And it works really well.  If only for this drag thing it would be finished. Id rather not drop bombs straight, with my script you can see and hear them coming, it looks quite stunning indeed  Esspecially with smoke munitions leaving an arc of green smoke in the sky Incidently, the script can be altered through parsing a variable that alters the time of flight. A longer time gives a high arc, which I small time gives a much shallower arc. Will working out the time of flight and adjusting work? -
Calculating air resistance
icarusuk replied to icarusuk's topic in OFP : MISSION EDITING & SCRIPTING
Ok, so when my brain dribbled out of my ear, that was a bad thing right? Errr,sodding heck. You know how there are loads of arty scripts around? How do they combat drag? -
Calculating air resistance
icarusuk replied to icarusuk's topic in OFP : MISSION EDITING & SCRIPTING
I was hoping someone would -
Calculating air resistance
icarusuk replied to icarusuk's topic in OFP : MISSION EDITING & SCRIPTING
Ok, so where can I get my hands on one of these nural networks then? You mentioned a CoC one, but said you needed to write more documentation for it, I took that to mean its not released yet. -
Calculating air resistance
icarusuk replied to icarusuk's topic in OFP : MISSION EDITING & SCRIPTING
Its possiby what I want, I just dont know why I want it! Â Though I dont want to predict the landing position, tell it where to land and thus calculate the velocity. Anyway. Â 1st year aerodynamics tells me that; DragForce = 0.5 * p(rho) * V^2 * S * Cd (I knew there was a point in going to university) With some expoerimentation I can get the Coeffecient of drag for a shell (Cd) and the surface area (S). Â But I think what I need to do is make some simultaneous equations that will work out it all out. For example my current script looks like this; --------------------------------- ;Calculate the required velocities using the dynamics equation : u = (s - 0.5 * a * t^2) / t ;This gives a value of V that is perfect for an enviroment with no drag, which is obviously not the enviroment OFP models. _XvelocityPerfect = _Xdistance/_FlightTime _ZVelocityPerfect = _Zdistance/_FlightTime _YvelocityPerfect = (_Ydistance - (0.5*(-9.81)*(_FlightTime^2))) / _FlightTime ;Flashpoint models drag. Â Unfortunately dynamically calculating drag is a right pain, so I use a half arsed model and hope ;for the best. ;D= 0.5 * p * V^2 * S * Cd _SurfaceArea = 0.01 _DragCoeff = 0.4 _density = 1.225 _XDragForce = 0.5 * _density * (_XvelocityPerfect^2) * _SurfaceArea * _DragCoeff _ZDragForce = 0.5 * _density * (_ZvelocityPerfect^2) * _SurfaceArea * _DragCoeff _YDragForce = 0.5 * _density * (_YvelocityPerfect^2) * _SurfaceArea * _DragCoeff ;Its not the best way of doing it, but now the velocity is adjusted for drag _Xvelocity = (_Xdistance - (0.5*(+_Xdragforce)*(_FlightTime^2))) / _FlightTime _Zvelocity = (_Zdistance - (0.5*(+_Zdragforce)*(_FlightTime^2))) / _FlightTime _Yvelocity = (_Ydistance - (0.5*(-9.81 + _YDragForce)*(_FlightTime^2))) / _FlightTime ;Create the first mortar round slightly above the launcher. _shell1 = _shelltype Camcreate [Getpos _Launcher Select 0, Getpos _Launcher Select 1, (Getpos _Launcher Select 2)+1] ;Give the Shell the correct velocity _Shell1 SetVelocity [ _Xvelocity , _ZVelocity , _YVelocity ]; ------------------------------------------ Now hopefully you can see what Ive done there. Â I work out what I call a perfect velocity (no drag), then using that drag force I work out the velocities again with the same equation and get a value of V that is adjusted for drag. I know its a very shoddy way around it, it doesnt adjust the drag force for the variable velocity through the arc, but its the start of somthing. This way round however, at "runway length" the shells are near perfect, however the shorter the range between target and launcher the more the shell drops short. Any ideas without huge differential equations I dont understand? -
Calculating air resistance
icarusuk replied to icarusuk's topic in OFP : MISSION EDITING & SCRIPTING
Hmmm, Im all confused as to why I need to know the final velocity and position the shell lands. -
Calculating air resistance
icarusuk replied to icarusuk's topic in OFP : MISSION EDITING & SCRIPTING
And why do I care about the height of my projectile at any given time? -
Calculating air resistance
icarusuk replied to icarusuk's topic in OFP : MISSION EDITING & SCRIPTING
Sorry to be a pain, but I need a little more help on this. I understand I have to use the Kutta method to differentiate, but Im not really sure what I have to differentiate and what Im trying to find as a result. ds^2/dt^2 = -g + k(ds/dt)^2/m -g is the acceleration due to gravity yes? K is the drag coefficient ds/dt is the change in displacement over time (which is squared) m is the mass ? So whats my end result wanting to be? I assume I want some kind of function out of the other end but Im unsure as to what exactly Im trying to get, and how to get it. -
Calculating air resistance
icarusuk replied to icarusuk's topic in OFP : MISSION EDITING & SCRIPTING
Im assuming K is a constant? What might it be? -
Calculating air resistance
icarusuk replied to icarusuk's topic in OFP : MISSION EDITING & SCRIPTING
does ofp scripting do differentials?? -
Tomboy, why not tell everyone my plan?
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Hi all. Ive had no luck so far with the drop command for Resistance. What Im trying to make is a fake tracer effect, a script that will send out green, orange or white tracers from a speified point out in a specified direction. So far all Ive come up with is errors. I dont have a workable example of the drop command that is self containted. All examples I have require other scripts to run and and pass variables to another final script, that then uses large amounts of _local variables and its near impossible to follow. Im hoping someone out there can point me in the direction of a drop tutorial, an example of drop that doesnt require a 1000 other variables to be passed to it, or in a best case, someone to make me a fake tracers script. Any suggestions?
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I dont fancy spending alot of time making a camo netting texture when BIS have one for their models... sooooo Whats the texture name of the BIS camo netting? Im guessing its in the data pbo right?
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What makes a building a building? Ie, what makes it show up as an object and not a vehicle? I ask because I am working on a building, but I want to put a commander and gunner in it. For a start, can that be done? Or does a commander and gunner make a model into a vehicle? Its for a Radar bunker, its got a commander to work the radar and a its got a machine gun firing out in a pillbox fashion.
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Ive noticed that all the buildings in 1985 are just stationary. Is there a way to make a building animate? Ie. radar dishes rotate, raise and lower radio masts, raise and lower security gbarriers, open and close gates in fences etc. Can it be done?
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Fixed. No idea what it was or what I did. But I can see myself now.
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Heres my issues. Â When I try to host a game from my computer I can select a mission and then when the next screen (pool and side section) comes up my name isnt on the screen! Â I can't move myself over anywhere. Â This happens with any mission on any island. If I hit cancel and go back to the mission selection the game will hang and I'll have to end the task with the task manager. When I join someone elses server everything is fine! To my knowledge I haven't started a dedicated server, I use the same exe as I always have. Does anyone know a solution for this?
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Hey people. Bit of a strange request here. I am looking in to the idea of making custom glasses for soldiers. But I dont know how to do it! I know the texture files of the default specs and sunnys but I dont think thats going to help me. I want to be able to create glasses that can be transfered over a multiplayer game and so the rest of the players can see them. Anyone know a way of doing this? I used to have an addon that gave the player the option of a large number of glasses, but I havent got it anymore and cant find it, otherwise I would dePBO and found out how its done. So anyone providing info on how to make them from scratch, or on the wereabouts of said glasses mod will recieve a vry special suprise
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Hmm Im sure when I had on bright pink glasses they all laughed at me, but that could have been my tank driving. Â I shall investigate! Â Ta very much Keggy.
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I have been beavering away with Maya creating a SPAS12 at varying levels of detail. I'm kind of unsure as to what sort of poly count would be recommended for various LODs. I have four models with poly counts of 658, 273, 171 and 107 respectively. The 658 one would obviously be the first person view and the 273 one would be reasonably close up. I'm unsure if the difference between the other LODs would be worth the extra filesize, and indeed if 107 is a realistic minimum. Any comments are welcome.
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The poly counts are from Maya, not in O2.
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The initial point in a nuclear explosion where the fision is starting to occur and the initial release of energy happens. Given off as a large bright "flash" of light and radiation this is what kills things close to the origin, more than the fireball. After the initial flash the air is superheated and the surrounding area is set on fire. Air turns to plasma and rises extremely quickly, cooling as it goes making a very purty orange cloud. But the "flashpoint" is the initial burst of radiation at the start of fission.
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And you guys were doubting me! for shame Well Im in after getting in and then being lost from the database... So wheres a good place to start? Ive read the forums And figure I can hash together the O2 related parts of the model. The actual model is easy, I have done loads of them for other games. But whats a nice easy place to start? Personal weapons or is the the vehicles? Personal weapons looks easier, is this the general consensus? Oh and Pins, Maya rules!