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spectrersg

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Everything posted by spectrersg

  1. Hi there, ever since full release I've been getting a minor error popping up whenever I join a MP Lobby. The error says, No entry 'config.bin\RscDisplayMultiplayerSetup\controls\CA_B_EnableAll.text' I only have the option to 'close', and when I do, it brings up the lobby and I'm fine - it's a minor inconvienence and I was hoping to see if anyone knows how to fix it of if others actually have been getting this too. Screenshot here.
  2. That did it, thanks. (was coming here to edit my post)
  3. I don't know if it's the server tool or what, but I'm getting an Out of Memory error on the server box when someone tries to load into the MP lobby
  4. Red, when I'm making sure that the correct max HP was set in Tom's Engine Shop, the max is 2000 that I can input. However, I have an engine that pumps out 2285 HP at a max RPM of 2000, it's a turbo diesel. How would this effect the data? Also are you positive that enginePower is in kW and not HP?
  5. spectrersg

    Virtual Ammobox System (VAS)

    Sorry, ever since 1.9 when you "improved" the VAS hasn't finished loading, it's been worse. What is the cause of this?
  6. Hi all, I'm having issues with my engine. My engine cuts in and out after it hits some sort of artificial limit that I dont have in place as far as I'm aware. Does anyone know why my ship using the shipx physics does this? In the video linked below you can listen to the engine cutting out and then cutting back in. When it cuts out and cuts in, I have no rudder control. So, what gives? Why is my engine cutting out (mind you, its still on. Just not providing thrust/power)? TwitchTV video link My mass is 150000 just to get the boat to sit properly. This is vastly high compared to what it is IRL. My physX/gearbox config is below: A note: I tried removing the gearbox completely, and although it went to it's maxspeed of 180, or close to it, the engine STILL cut off and I had to wait till it hit like ~35 kph for it to kick back in.
  7. spectrersg

    ShipX Engine Cutting in and out

    Thats what I was thinking but it'd be so much easier if we could also add mass to points, not just shapes. Ie, like weighting down land contact points (unless thats already possible?) ---------- Post added at 14:10 ---------- Previous post was at 13:25 ---------- Also just to confirm, mass in O2 is in kg, correct?
  8. spectrersg

    ShipX Engine Cutting in and out

    Yeah I've been toying with the waterLinear stuff. I have it to where I like it, the problem is that it is possible to roll over if not careful. Those I dont believe limit the actual pitch, but slow it down. I'd like it pitched. I know the settings are high, but it works. I'm looking for it to stop after a certain angular pitch though (I'm trying to make it idiot proof)
  9. spectrersg

    ShipX Engine Cutting in and out

    I've gotten the boat's engine adjusted where it does not cut in/out. BIS, if you see this just before the engine is above the waterline does not mean it shuts off/cuts out. Moreover, my boat has a mass of 130000. If I set it to it's real life weight, the boat hovers above the waterline - the physic's isn't adjusted properly methinks. The boat IRL is 57 tons operationally. I did a quick google calculation to convert the short tonnage over to kg (which is what I assume to be the unit the 'mass' in O2 is referring to), and it turned out to be about 52000 kg. Using that as the mass, the boat hovers above the water. I had to increase the mass to 130000 from 52000 to get it to sit properly in the water. So thats the new mass. Being told that the enginepower is NOT horsepower, but kW, I took the 2285 engine doubled it (since it uses two of those) and took the total HP and converted to kW and got: 4516(hp)=> 3400 (kW). However, that's based on its 52000kg IRL weight. So I'm toying with it. Red, would you possibly give me another torque/maxomega/enginepower based on the 130,000kg weight it uses in game? Reference link here. Video on how it should ride ( ) just the first few moments.Some more questions I'd like input on: I'm a little confused on how to define/adjust the reverse speed? Is that the ration in the R1 of the gearbox that needs to be adjusted? What variables define the braking distance and efficiency when it interacts with the shipx simulation. Right now when I hold S to brake the bow pitches down and the stern kicks up like a car. I know to a certain extend its real but is there a way to define such a 'brakeLinearDamping' as it pertains to the shipx? Is there a way to limit the the amount of roll the boat has when using the A and D keys? Right now you can roll it over and capsize if you're careless like in a A3 standard car at high speeds.
  10. spectrersg

    ShipX Engine Cutting in and out

    Thanks for the advise Gnat, I'm going to continue to tweak and get it working with shipx info, but in the meantime would you mind elaborating on the use of the Geo LOD method?
  11. spectrersg

    ShipX Engine Cutting in and out

    Amen to that Gnat. As a follow up, does anyone know how to simulate roll in a boat without using the new physx?
  12. spectrersg

    ShipX Engine Cutting in and out

    I set it to -.9 and it still did it, tried again with setting it to -10 and now my bow lifts up out of the water and into the air, but it seems to not want to cut in and out anymore. So is the sweetspot I'm looking for between those two? Or am I going in the wrong direction?
  13. spectrersg

    PhysX LOD Causing Crashing

    Edit: I realized now what you're talking about. :P However, the boat just wants to sit on the top high on the ways, and the engine wont move the boat (presumable because of how high it is on the waves). Do anyone know what is now causing it to sit so high with autocenter removed and a mass of 50000 Here is the screenshot of what its doing (the ship seems to have the physics working, but just riding so high on the top of the waves). Here's another viewpoint.
  14. spectrersg

    PhysX LOD Causing Crashing

    Took you advise Gnat and made it simpler. It doesnt sink anymore. But it hovers.... http://www.twitch.tv/dariusfvg/b/465408906 Any ideas? Could this be because of the lack of mass in the phyX lod? I've been told and have read that it should have a mass of 0. Edit: scratch the above. It was because the PhyX lod didn't have a component. The ship is still instantly sinking, with a simpler LOD. I still have canfloat = 1 and waterleakiness set to 55.5 like the default speedboat from BIS. I have no clue what is causing it to sink like this. ---------- Post added at 09:47 ---------- Previous post was at 09:13 ---------- Been playing with it and decided to test with allowing damage set to false via editor. ...this was the result. I dont even...
  15. spectrersg

    IR Lighting

    Delete me.
  16. spectrersg

    PhysX LOD Causing Crashing

    I've done that Gnat. Does my original GEO have to be within a certain mass? It's currently at 48000. Is there something I have to adjust in the config to prevent this thing from sinking? Edit: I've been looking at the swedish forces ship and the LCS ship. I still dont see why my model is sinking. I have all pertainate physx config info in my config.cpp and I made the GEO PHYX LOD. Here's a photo of the GEO PHYX LOD: Imgur Link Here's a photo of the GEO LOD: Imgur Link Here's also a video of whats happening in game: TwitchTV Link Below is all relevant config info, I don't believe I'm missing anything, but if I am, can someone point it out? I've gone through it numerous times... Also, would I have to change any value here due to the mass being 48000? simulation = "shipx"; waterEffectSpeed = 5; engineEffectSpeed = 5; waterFastEffectSpeed = 18; steerAheadSimul = 0.5; steerAheadPlan = 2.4; predictTurnPlan = 3.0; predictTurnSimul = 3.0; brakeDistance = 50.0; acceleration = 15; turnCoef = 5; thrustDelay = 0.1; AntiRollbarForceCoef = 1; AntiRollbarForceLimit = 40; AntiRollbarSpeedMin = 2; AntiRollbarSpeedMax = 100; maxSpeed = 180; slowSpeedForwardCoef = 0.1; normalSpeedForwardCoef = .60; fastSpeedForwardCoef = 1; overSpeedBrakeCoef = 0.1; engineShiftY = -0.11; canfloat= 1; waterLeakiness = 55.5; waterLinearDampingCoefY = 8.0; waterLinearDampingCoefX = 2.0; waterAngularDampingCoef = 8.0 waterResistanceCoef = 3.0; rudderForceCoef = 12; rudderForceCoefAtMaxSpeed = 15; idleRpm = 200; redRpm = 3900; enginePower = 4570; maxomega = 4570; peakTorque = 4000; torqueCurve[] = {{0.0, 0.8}, {0.33, 1.0}, {1.0, 0.8}};
  17. spectrersg

    PhysX LOD Causing Crashing

    Ive read through that and I'm still having issues. Should my 4e13 LOD have mass to it? It's literally a 54 face box on the hull of my ship with a 0 mass. Whereas my usual geometry has a mass of 48,000. Also should I have to 'balance' out the mass with anything in the config?
  18. spectrersg

    PhysX LOD Causing Crashing

    I added the 4e13 LOD, made the simulation shipx and packaged it unbinarized. After a long load time, i didnt crash, however, the boat sinks instantly to the bottom of the ocean. Any ideas now?
  19. spectrersg

    PhysX LOD Causing Crashing

    I'm sorry, that didnt make any sense. The model I'm using is unbinarized. Could you clarify a bit?
  20. Massi, any possibility on doing a TMR config to get the bipod item to work on your weapons?
  21. spectrersg

    =BTC= Revive

    Great to hear Giallustio! Edit: also, Gia, can you explain your design on what is determined to be a kill shot or a wound shot?
  22. spectrersg

    AV_IndUs (US Army inspired units)

    ArmAholic link doesnt have the bisign files yet.
  23. spectrersg

    AV_IndUs (US Army inspired units)

    Dropbox link is giving a 503 error the past two minutes.
  24. spectrersg

    AV_IndUs (US Army inspired units)

    Alex, was it intentional not to provide .bisign for the files now that you also included the key?
  25. spectrersg

    Virtual Ammobox System (VAS)

    Hi Tonic, I still think you should make the entire thing a bit wider and if possible able to be dragged around. I certainly hope you at some point reconsider!
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