Yeltsin
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Posts posted by Yeltsin
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Anyone know of a site?
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I'll re-post an OFP aerodynamics/ballistics study that I did for the CoC Unified Artillery. This is directly just a copy and paste from the chain of command developer forums:I've had a more or less systematic approach in identifying the necessary variables. I made a set of spherical objects in O2 with different masses and volumes. I also made a number of diffent unit types - all using the spherical objects.I then proceeded with practical experiments to see what is relevant for the system and what is not. I dropped two different objects in parallel  while measuring time and velocity.
Conclusions that could be drawn:
[*] velocity is independent of mass of object (realistic)
[*] velocity is independent of volume of object (not realistic)
[*] velocity is highly dependent on unit class
Next step was to check the recorded data:
The relation isn't linear since OFP does simulate air friction.
I made a simple polynomial fit to the velocity function and through explicit differentiation I could define the acceleration.
Btw, you can see from the graph that the gravitational acceleration in OFP is 11 m/s^2 as opposed to the real world 9.8 m/s^2
The air friction is even more visible in this example that shows the quotient between the velocities of two objects one dropped with Vz(0) = -100 m/s and the other with Vz(0) = 0.
Through repeated measurements with different velocities the air friction constant can easily be extracted.
There are some bad news though. There seems to exist an unrealistic relationship between air friction in different directions. You get different acceleration along the z-axis if you just drop the object or if you fire it of with a velocity alog the x or y axis. I still have to investigate that. My preliminary model looks like this:
It's possible however that k is cross-correlated and a function of Vx,Vy and Vz or even worse that it is k* s''(f(v^2)) where f could basically be anything and pretty hard to get a direct measurement. Â
After concluding that airfriction was indeed modled in a nasty non-linear fashion in OFP, we had basically two options:
1) Numerically solving the diferential equation.
2) Train a neural net.
As a diffeq solver would require long CPU time for each solution a neural net was the prefered the choice.
The next step was to collect data. There are five relevant variables that are relevant:
1) Velocity (muzzle velocity of the shell)
2) Range (2D range between firing point and aim point)
3) Angle (elevation of the barrel)
4) Zdiff (difference in elevation between firing point and aimpoint)
5) Trajectory (Two possibilities: high angle solution and low angle solution).
To get smaller, more accurate neural nets we decided to put velocity as an intrinsic property for each neural net.
Here are some graphs of collected data:
v0 = 600 m/s.  X-axis: angle, Y-axis: range¨
v0 = 300 m/s. Â X-axis: angle, Y-axis: zdiff, Z-axis: range
The first graphs shows the data that was given to the neural net to train on. After a lot of work on the sampling routines we managed to get good data for the neural nets. The results were very good. With the neural net targeting system we have a system that hits the spot on any range and zdiff. The highest muzzle velocity we sampled was 800 m/s which gives a maximum range of over 32 km.
This is how for instance the 500 m/s neural net looks like:
After the release of the CoC Unified Artillery, I'll release the basic program used to test the nets as well as the data collection and neural net pack. It can serve as a simple foundation for anybody that wishes to play around with ballistics in OFP.
oooooooohhhhhhh ahhhhhhhhhhhhh, look at the pretty charts
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ohhhhh ok, I get it, I never quite knew what the game logic was for but know I do, Thanks again Bosun.
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this was a great help but how do you make a weapon start off on the GROUND and not a table?
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Thanks alot man now Ill be screwin with this for hours! THANK YOU
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When ever I tryed that addon, I couldn't play multiplayer
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When I tryed it, it didn't work at all
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Id like vietnam but the thing is that its so complex and stuff, In the first OFP there was just like 1000 men on the island for each side, but in veitnam there would be like 100000 maybe? I don't know but it would be alot.
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More then 12, maybe 18?
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I dont pre order things but I will buy it soon after its release. right now im all hyped up about HL 2, which one do you think will be better, OFP2 Or HL2?
HL2= Half-Life 2
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How do you place a single weapon in a map like when you drop a weapon in Operation Flashpoint Resistance? I searched the forum and I found a post about it but I confused me, can anyone help me out?
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ok, never mind this topic i found the stuff except the change object to other object
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come on, anyone!?!?!
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How about Trains that have like machine guns and stuff like the ones in WW2.
Also, A hight adjuster in the editor (if there will be one)
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unitname switchmove "fxstandsuruniv"You need to put that in a trigger(it won't work in the init field of a unit).
were do you put the command line in the trigger menu?
ok, i got it, its in activasion but HE WON'T DIE!!! i take it i need a code for deactivation to make him die, what would that be?
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the hight change command like in that site that made WW2 Bunker packs, they gave a command line for init field and it changed the hight of objects.
AND
I once had a command line that changed ANY Object into ANY object in the GAME!!!
Does anyone know It because I was wondering if I could turn it into a weapon
EXAMPLE: Having say, a woodFence that is actuly an AK-47.
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My wish list
1. Chainsaw (For civilian resistance)
2. HAVE THE TURRETS HAVE RECOIL AND BOUNCE LIKE HELL DEPENDING ON ITS POSITION.
3. Shotguns that work like shotgun with the spread
4. M249
5. Bipods! that work
6. When bullet casings hit the ground they make REALISTIC sounds.
7. NAPALM!!!!!!!!!!!!!!!!!!!!!!!!
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When i bought OFP i thought that wehn you would get in an M113 that the door would open and you would go in... But I didn't see it, so could you guys make that more realistic? example: When you board the M113 your character opens the door, goes in and takes a seat or goes to the controls. Also, can you guys make the vehicles be able to carry other vehicles?
Example: a jeep can go up a cargo plane and the actions menu pops up and has the option, "enter cargo plane in cargo-hold" so the plane can carry it to destinations.
Also can the blackhawks (If there are any) have fast ropes like in Black Hawk Down for fast insertions.
One last thing, can the bodies have some "Rag dall" physics?
Example: Having some men geting out of a truck and one gets shot as soo n as he gets out, so he falls a few feet to the ground.
Anyways thanks for your time if anyone working on OFP2 reads this and I hope you find it useful.
Anyone want to make me a....
in ADDONS & MODS: DISCUSSION
Posted
Super Mega aswome Nuke tank, Like a death tank that is like 50 feet tall and like 100 meters squared?