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dr. hladik

Former Developer
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Everything posted by dr. hladik

  1. Would it be possible to also provide some repro missions?
  2. dr. hladik

    AI Helicopters REALLY slow with cargo?

    Will check.
  3. dr. hladik

    Roping down humans not implemented?

    TKOH fast roping - it did not work pretty good. - did not work properly for player - AI was unable to navigate on roofs - AI pilots were unable to find roofs for sling loading
  4. dr. hladik

    Is new helicopter simulation affect AI?

    Performance is the main resaon. Also AI is not good enough to handle AFM.
  5. dr. hladik

    Enabling Arsenal presets in 2D editor

    I'm sorry but it is not possible.
  6. dr. hladik

    How to revert to 1.32 version

    > Helo's Benchmark for Altis Where can I get it?
  7. dr. hladik

    AI Helicopters REALLY slow with cargo?

    Yes, speed is reduced when sling loading. (105km/h for huron) It is so that AI doesn't have problems maneuvering.
  8. Game spy end - what will we do? see: ARMA 2: OA Beta build 116523 - Steam Mp Lobby (1.63 build, Steam only). ARMA 2: OA Beta build 124779- Steam Mp Lobby (1.63 build, Steam only).
  9. As I didn't post anything for a while... update: I still do pay attention to this thread and I plan to try to implement some improvements. However, this is just my side-project, so please be patient.
  10. dr. hladik

    Advanced Helicopter FDM Feedback

    Yes configure-> controls -> common (tab) -> engine on/off
  11. dr. hladik

    Night Stalker Scope turn off NV

    This optics should have only NV mode. It is a bug, when it starts with normal mode.
  12. Rivers - no. Ponds - this issue is not fully ignored
  13. At least 125. It is an internal rule we cannot break under any circumstance. :p [JOKE!!] Simple answer is - they do not work properly. In many cases they did not even work properly in A2, however it was less visible than in A3. And with addition of some new features and improvements, we encountered more and more problems (AI, Dx11, physx, diving, animations, path finding,...). You may ask, why don't we fix it. It has also simple answer - it is not impossible, but it requires manpower that is limited and we have to choose what has a priority. About VBS - in 99% VBS solutions are not suitable for Arma, as they can afford to ignore some aspects of a game - like whole AI. And that river was more of a marketing demonstration than fully working solution.
  14. dr. hladik

    Firing from Vehicles feedback

    Guaranteed messages are not scraped. But you have to realize, complex things are complex.
  15. dr. hladik

    Firing from Vehicles feedback

    Please, while there are some interesting ideas, that might be considered, you have to also remember, that it is just not possible to do all those animations in a week. Or a month.
  16. default values: //max rudder effect, value is (speed.Z() / sqrt(speed.Z()^2 + speed.X()^2)), default is cos 5 deg rudderInfluence = 0.9619469809; /// angle of incidence - difference between forward and airfold chord line - def. val is 3*H_PI/180; angleOfIndicence = 0.05235987; /// lift (G) based on speed envelope[]= { // speed relative to max. speed -> lift // 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 // rel. to maxSpeed 0.0,0.2,0.9,2.1,2.5,3.3,3.5,3.2,2.5,2.0,1.5,1.0 // lift }; /// forces keeping plane aligned with its speed direction draconicForceXCoef = 7.5; draconicForceYCoef = 1.0; draconicForceZCoef = 1.0; draconicTorqueXCoef = 0.15; draconicTorqueYCoef = 1.0; /// rudder, elevator, aileron, thrust effectiveness; if empty old settings is used // effectiveness according to current speed and maxSpeed ratio // last value goes for 150% of max speed thrustCoef[]= {}; elevatorCoef[]= {}; //default value is 1 aileronCoef[]= {}; //default value is 1 rudderCoef[]= {}; //default value is fabs(speed.Z())*InvSqrt(Square(speed.X())+Square(speed.Z())); //! coefficient of player's controller sensitivity (does not affect AI) elevatorControlsSensitivityCoef = 4; aileronControlsSensitivityCoef = 4; rudderControlsSensitivityCoef = 4; // relative aileron sensitivity aileronSensitivity = 1; // relative elevator sensitivity elevatorSensitivity = 1;
  17. > but some suggested changes to the current one could be implemented? Yes, exactly. That is what I said - "All I can help you with now is configuration of your airplanes, extend some paramaters or to extend forces diag_mode (if it is even enabled now)." > If so, at least some basic changes like this one should be considered. Unfortunately that math is not complex enough.
  18. Rudder - not everyone agrees. > thread's over Why? Nobody wants to help to improve airplanes?
  19. Unfortunately, we do not plan to do any major re-examination of our airplanes (I mean now, cannot speak abou future). All I can help you with now is configuration of your airplanes, extend some paramaters or to extend forces diag_mode (if it is even enabled now). Speculation about new DLC or RTDynamics for airplanes will not help anything.
  20. Slim. It takes a loooooot of time to combine our simulation and RTD and to create configuration for each RTD airplane.
  21. So, hot it works (Simplified version, do not crucify if i missed some parameter. Also I'm a programmer and I don't do configs) All the forces are computed in model space (so they do rotate with airplane) Lift - force size is affected by flaps - force size is affected by altitude - force size is affected by groundEff - force size is affected by envelope array (speed dependent) - force size is affected angleOfIndicence Thrust - force size is affected by thrustCoef array (speed dependent) - force size is affected by altitude - force size is affected by rpm/thrust - direction is forward (forward or up for vtol) Ailerons - torque size is affected by aileronSensitivity parameter - torque size is affected by aileronCoef array (speed dependent) - adds torque (roll) Elevator - torque size is affected by elevatorSensitivity parameter - torque size is affected by elevatorCoef array (speed dependent) - adds torque (pitch) Rudder - torque size is affected by elevatorSensitivity parameter - torque size is affected by rudderCoef array (speed dependent) - adds torque (yaw) Draconic forces (there are forces keeping plane aligned with its speed direction) - force size is affected by speed - force size is affected by airplane speed and direction deviation - force size is affected by draconicForceXCoef, draconicForceYCoef, draconicForceZCoef parameters - adds forces keeping plane aligned with its speed direction Draconic torque - torque size is affected by speed - torque size is affected by airplane speed and direction deviation - torque size is affected by draconicForceYCoef, draconicTorqueYCoef parameters - adds torque that will align plane so that it flies forward Friction & Gravity - also there (gravity in world space) Why tilted airplane does not turn? By default our airplanes don't clim up - our lift force is not very strong by default. If you tilt your airplane, lift force is also tilted also so you should start turning, descending and in some cases, your nose should go up/down. However, if draconic forces are strong enough, they will do the exact opposite and stabilize your airplane. I'm not and aircraft engineer, so if we are missing some force or some speed based curve, please tell me, I will add it. If you find better configuration for airplanes, please tell me.
  22. dr. hladik

    Advanced Helicopter FDM Feedback

    Update to RotorLib 4.1.1 should be released with next dev branch update.
  23. fixed: https://dev.withsix.com/issues/74473 https://dev.withsix.com/issues/72574 to report any regression in 1.63 please see: http://forums.bistudio.com/showthread.php?177393-List-of-regressions-between-1-62-and-1-63-betas edit: Small reminder - this beta is published as Beta branch of stable version. Not separated beta product.
  24. dr. hladik

    Advanced Helicopter FDM Feedback

    rev 126703: Added new parameter for description.ext - "forceRotorLibSimulation". (0 - default,options based; 1 forced On; 2 forced Off) also, collective will no longer start engine
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