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x3kj

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Everything posted by x3kj

  1. For the record: this mod team has ceased to exist. Mostly because of RL stuff.
  2. x3kj

    Distorted Model?

    In your model cfg there is this " pivotsModel="A3\anims_f\data\skeleton\SkeletonPivo ts.p3d"; " I'm not sure if the empty space is just ignored or if it creates problems. Have you tried using kiory's model cfg? Bulldozer doesnt load for me either, because iirc you need to install the BIS P drive from Arma Tools 2.5 for it to work
  3. So your vehicle fire geometry LOD has "a3\data_f\penetration\metal_plate.rvmat" applied in O2? use NewTurret as parent class to define a new gunner seat
  4. 5*0.5=2.5 i dont remember where, but i found one config with armor="5*GlobalArmorCoef" or something like that. Propably easiest way to try if this is true is testing vests with "5*0.5", "2*1.25" and "2.5". If they all have the same protection then you got it. this "number+operator+number" is used in torque ratios as well for example, only its division: "1200/2400" = 0.5 I'd say they wanted a global variable as modifier that they could change around instead of changing each armor type but didnt do it in the end for whatever reason. *shrug*
  5. x3kj

    Distorted Model?

    If you changed the weightpaint and now it sits differently, then that's the cause auf your problem. Maybe a screenshot of your selections with the weightpainted vertices in O2 would help.
  6. You are essentially making a high poly model. All the details are modelled. In gaming you normally use this and create a low polygon version of it. Then you use the highpoly model to bake a normal map. This normalmap mimics the detail of the highpoly on the lowpoly model. http://wiki.polycount.com/NormalMap?highlight=%28\bCategoryTexturing\b%29 Standard in basically all 3D games with current gen graphic.
  7. Yes, but it's not good for sharing of knowledge/ promote community work. We can't tell if this is the case, but people may keep new findings for themself to have an advantage. 200k€ /50k€ pricemoney do that to people. Learning from 0 is hard. I know how to modell, but getting into arma is tricky, because of the reasons kju mentioned. It took me 1.5 weeks to get a proper config for my tank, and it is still only moving in 1st gear and lacks many different parts.
  8. x3kj

    Arma 3 tanks config guidelines

    If i lower the transmission ratio i have to increase either engine torque or the gear ratios. Neither makes a difference, i tried. And if BIS uses higher ratios then 8 ( in Sample Tank its 15) then there is nothing wrong with using high values. I didnt just pull the ratios out from thin air after all.
  9. Yesterday i remembered there was a thread about improving vehicle handling/ the off-road in particular. A dev chimed in and showed a screen from a script which reads out stuff like rpm, gear, etc. I can't remember who it was, where the thread is located and if he made it available. It could be in the Alpha/Beta forum - i forgot. I have searched an hour yesterday for it, but couldn't find it. I hope the devs can release the script, so we can debug our vehicles... pleeeeaaase BIS.
  10. x3kj

    Arma 3 tanks config guidelines

    Do i have to set wheel circumference for a tank? If so, what is the boundary memory point is for, as the distance between axle and boundary point both should automatically determine it? i haven't seen it in the sample tank config either. Yes but this is not a truck, it's a tank, with a petrol engine (so comparably high rpm). My tank weights 60tons and only has ~700HP . My aimed vehicle characteristics are similar to a WW2 tiger in that regard, and the engine data and transmission ratios i used are from the Tiger I. This was my source (middle of page). I don't need to be anal about the values, it's a fictional vehicle i'm modelling after all. I just want to achieve a similar behaviour. I used RedPhoenix's guide, and used the gearbox calculator to set bevel gear to achieve believable speeds (40kph max) Maybe i misread something from the source though, english isnt my native language, tech read is difficult. Your values don't help however. The tank only switches to first forward&reverse gear like before and continues to slowly accelerate (because of lack of torque) until it reaches top speed (now higher because less reduction) in first gear. I doubt the gear ratios are the problem. More the other stuff that goes with it. Edit: Vanilla Leopard 2 has TransmissionRatio= 9
  11. x3kj

    Arma 3 tanks config guidelines

    My Tank is stuck in first gear forward and reverse gear, and no matter what i change in the settings it doesn't do anything. Additionally if i drive off a hill it can slide sidewards down the hill, if i hit gas and try to drive 90° to the hill this is my config /// PhysX part simulation = tankX; enginePower = 522; maxOmega = 471; peakTorque = 1850; // real torqueCurve[] = { {0 , 0}, {0.14 , 0.62}, {0.29 , 0.85}, {0.43 , 1}, {0.57 , 0.94}, {0.71 , 0.73}, {0.86 , 0.49}, {1 , 0.21} }; thrustDelay = 0.05; fuelCapacity = 10; fuelConsumptionRate = 500; brakeIdleSpeed = 1.5; tankTurnForce = 500000; /// Random magic number, expected to be something like 11 x mass of vehicle /// Gearbox and transmission idleRpm = 800; // RPM at which the engine idles. redRpm = 4500; // RPM at which the engine redlines. engineLosses = 25; transmissionLosses = 15; transmissionDelay = 0.1; dampingRateFullThrottle = 0.02; dampingRateZeroThrottleClutchEngaged = 0.35; dampingRateZeroThrottleClutchDisengaged = 0.35; class complexGearbox { //real configuration GearboxRatios[] = {"R2",-10.2,"N",0,"D1",15.4,"D2",10.2,"D3",7.1,"D4",4.85,"D5",3.16,"D6",2.11,"D7",1.61,"D8",0.98}; //test configuration TransmissionRatios[] = {"High",8}; gearBoxMode = "auto"; moveOffGear = 1; driveString = "D"; neutralString = "N"; reverseString = "R"; }; //real configuration changeGearMinEffectivity[] = {0.95, 0.15, 0.95, 0.95, 0.95, 0.95, 0.95, 0.95, 0.95, 0.95}; latency = 1.0; switchTime = 0.1; /*gearUpMaxCoef = 0.9; gearDownMaxCoef = 0.75; gearUpMinCoef = 0.5; gearDownMinCoef = 0.5; */ ///I'm not sure what these do, not explained in the WIki but i found them somewhere (not sure where though) /// end of gearbox class Wheels { class L2 { boneName = "Wheel_TL2"; center = "Whl_1_2_ax"; boundary = "Whl_1_2_bd"; damping = 0.5; steering = false; side = "left"; weight = 100; mass = 100; MOI = 50; latStiffX = 25; latStiffY = 180; longitudinalStiffnessPerUnitGravity = 100000; maxBrakeTorque = 10000; sprungMass = 1000.0; springStrength = 37500; springDamperRate = 7500; dampingRate = 1.0; dampingRateInAir = 200.0; dampingRateDamaged = 10.0; dampingRateDestroyed = 100.0; maxDroop = 0.05; maxCompression = 0.05; }; class L3: L2 {boneName = "Wheel_TL3";center = "Whl_1_3_ax";boundary = "Whl_1_3_bd";}; class L4: L2 {boneName = "Wheel_TL4";center = "Whl_1_4_ax";boundary = "Whl_1_4_bd";}; class L5: L2 {boneName = "Wheel_TL5";center = "Whl_1_5_ax";boundary = "Whl_1_5_bd";}; class L6: L2 {boneName = "Wheel_TL6";center = "Whl_1_6_ax";boundary = "Whl_1_6_bd";}; class L7: L2 {boneName = "Wheel_TL7";center = "Whl_1_7_ax";boundary = "Whl_1_7_bd";}; class R2: L2 {boneName = "Wheel_TR2"; center = "Whl_2_2_ax"; boundary = "Whl_2_2_bd"; side = "right"; }; class R3: R2 {boneName = "Wheel_TR3"; center = "Whl_2_3_ax"; boundary = "Whl_2_3_bd";}; class R4: R2 {boneName = "Wheel_TR4"; center = "Whl_2_4_ax"; boundary = "Whl_2_4_bd";}; class R5: R2 {boneName = "Wheel_TR5"; center = "Whl_2_5_ax"; boundary = "Whl_2_5_bd";}; class R6: R2 {boneName = "Wheel_TR6"; center = "Whl_2_6_ax"; boundary = "Whl_2_6_bd";}; class R7: R2 {boneName = "Wheel_TR7"; center = "Whl_2_7_ax"; boundary = "Whl_2_7_bd";}; // rear left wheel, usually Idler or Drive Sproket class L1: L2 { ///front wheel boneName = "Wheel_TL1"; center = "Whl_1_1_ax"; boundary = "Whl_1_1_bd"; sprungMass = 100.0; springStrength = 37500; springDamperRate = 7500; maxDroop = 0; maxCompression = 0; }; class L8: L2 { ///rear sprocket wheel boneName = "Wheel_TL8"; center = "Whl_1_8_ax"; boundary = "Whl_1_8_bd"; sprungMass = 100.0; springStrength = 37500; springDamperRate = 7500; maxDroop = 0; maxCompression = 0; }; // rear right wheel, usually Idler or Drive Sproket // Note, this wheel may not always be touching the ground, but we need it anyway! class R1: L1 { ///front wheel boneName = "Wheel_TR1"; center = "Whl_2_1_ax"; boundary = "Whl_2_1_bd"; side = "right"; }; class R8: L8 { ///rear sprocket wheel boneName = "Wheel_TR8"; center = "Whl_2_8_ax"; boundary = "Whl_2_8_bd"; side = "right"; }; }; /// End of PhysX
  12. i'm having the same problem, except its for a tank (in tank thread): stuck in first reverse and forward gear and not able to shift up to higher gear... I also don't understand this line from the wiki: Lets assume there is a better gear. The effectivity is below the value i set, then it changes gear. That means the lower i set the efficiency value, the later the gear will be switched. So why "drive gears should have rather high value (around 0.95) to prevent switching gears too often" ? This contradicts itself, or is it not? If the value would be high the gear would "already" be shifted at 0.95% efficiency. So either the first case is wrong or the example is wrong.
  13. x3kj

    Distorted Model?

    Is it weightpainted correctly? If you have a selection named "head" with only part of the vertices, only those move with the head. The rest will be at default crotch position
  14. Would it be possible to not just show but also create an external table (/copy to clipboard) for the flightpath of the projectile? So it could be looked up on in an excel sheet? Basically Distance from Muzzle, Heigth and Speed. It would be really helpfull for creating new Ammunition. Unfortunately i have not the slightest clue about scripting. Maybe the Proving Ground Mission could give you some ideas? A combination of your tracing script and the Proving Ground Features would be superb for Testing new Weapons, Vehicles, Buildings, Protective Gear, etc. I find Virtual Ammo Box not very comfortable for quick testing, as you have to look for every magazine seperately. And one last question: What is the best distance between 2 objects if you use the most detailed tracing? I'm creating a bunch of RHA target plates to shoot at and i also want to create packs (multiple plates behind each other) for easy deployment. I just don't know how far i should space them apart for the script to work best.
  15. I don't have much more clue then you, but i have a gun that works^^ Is your selector aligned along X Y or Z plane? If so, maybe try what i have (replace names obviously), check if it's working and then play with the values It seems as if you only need a single point as "axis" if you use rotationZ /X /Y, but i have a normal axis and that works as well i have this for my gun and it works class Fireselect_Toggle { type="rotationZ"; source="weaponMode"; selection="Fireselect"; axis = "Fireselect_axis"; minValue=0.0; maxValue=0.3; minPhase=0.0; maxPhase=0.3; angle0=0; angle1=-0.5; };
  16. Is there a way to view gearbox and engine data (some kind of script) ingame for your vehicle? It would immensely help to actually see what's going on... My vehicle currently only drives at 5kph and i have no idea what's wrong with it, modified everything but to no avail.
  17. NVG are defined in the main config file found in Addons/weapons_f.pbo
  18. x3kj

    Refined Vehicles

    This is actually pretty realistic... ok i'm not sure if all modern tanks have torque converters, but i know that the Leopard 2 (whatever strange ingame name it has, i always forget it...) has a bridgeable torque converter.That means On low engine rpm, the torque can be increased up to ~2 times by the torque converter. With increased rpm the converter loses efficiency, that's when it gets bridged with a mechanical connection. The simulation doesnt have this - so increasing torque curve to have torque earlier is basically substituting the torque converter in the simulation.
  19. So, when can we change to manual transmission ? :p But in all seriousness - it would be awesome. Even semi automatic (means - shift up and down manually if you engage the "transfer to manual shifting" hotkey or option, clutch is taken care of automatically because of automatic gearbox) would be a big step. The Arma driving aspect could be almost as fun as , minus the simulated mud. From the nvidia documentation it seems as if Physx should easily handle such features. We know there are priorities, but imo this would be definitely something once the initial problems are solved. Not just the flyboys like improved simulation, you know :P This a 100 times... Wheeled APC's, with proper configs (thanks RedPhoenix), are way better in cross country then tanks atm...
  20. I have started to get into the config stuff recently and i wondered about the same thing a week ago or so. Here is a post that should help It seems as if calibre is some mix between size and mass. as it influences kinetic energy or penetration for the penetration simulation of vehicles and obstacles hit is as far as i understand from the system from old days which determines how many hitpoints the target loses. As currently there is a strange mix of penetration simulation and hitpoints going on - kinda counter intuitive. Why simulate something if you put hitpoints in there that ignore penetration anyway ? typical speed is for kinetic energy calculation - maybe because they dont want to track real speed because of performance reason? idk, but i agree, it doesnt make much sense. For the ACP, maybe because typical speed is lower, so to make up for kinetic the caliber value is higher to match the characteristics. I think it's propably made up that way: first set up typical speed as we know that. Then set an initial calibre weight and test it's penetration characteristics against objects (plywood, steel, etc) and fine tune it. And then you take your D24 dice and roll a value for hit value :rolleyes: For body armor i don't know how it works, but it could be this way: Penetration only matters for actually penetrating through a guy on the other side. The hit value is applied eitherway, but is reduced by body armor... For vehicles the penetration is only checked to see if the projectile can penetrate and damage internal parts. If it doesnt the hit value is applied anyway, reduced by armor. So penetrating hits do more damage since they can damage internal parts directly. But to destroy a vehicle you don't need to penetrate. It will just take more hits to destroy it.
  21. x3kj

    Arma 3 tanks config guidelines

    There seems to be some kind of workaround. Look here But it seems to require a total rebalance of everything (missiles, mines etc)
  22. x3kj

    Wireframe.paa - REQUEST

    Do you create the models with another software or in o2? Because other softwares have tools to render such a texture, if you have unwrapped your model. Or applying a texture to every face (does not work that well with triangulated meshes) like here for max
  23. Hi, can somebody tell me if its possible for a class to inherit from 2 CfgSkeleton classes / combine two skeleton parents into one ? What i want to do is basically a setup for many different variants of a vehicle chassis. Chassis Version A has a front mg turret Chassis Version B is identical to A but has an additional, independant front mg turret with a hatch etc. So Chassis B inherits erything from A and has additional stuff. Next i want to define a Configuration with a Big Mainturret on top of the vehicle Turret Variant 1 is a Mainturret with a normal Tank Gun Turret Variant 2 is a Mainturret with a multi barrel Autocannon I want to produce 4 variants of this: 1A,1B,2A,2B With single-inherit only i would have to define Variant 1A, and 2A (inherit from Chassis A) Then i'd have define the same for Chassis B, writing all the same stuff i wrote in Turret Variant 1A 2A, just with B inheritance. This is just an example, ideally there would be an additional variant "layer" and many more option in each "layer", resulting in massive additional definitions. Is there a way around that?
  24. Is it possible to use #include "doesbelonghere.hpp" in a model.cfg as well? Or does it work only in .cpp/.hpp configs?
  25. I'd say deep down in the engine is an old core that is rotten by now. They have to pull all that out and replace it while still keeping it kinda alive (open heart surgery basically)... that's pretty difficult and based on the limited stuff i know, i'd say they are doing that... at least that's what i hope they do. The Arma 2 AI was the most rotten thing imo, they barely tried to fix it back then... Now there's at least someone at it as far as i can tell from the AI report thread in dev section. Arma is the only shooter franchise not consumed by moneymoneymoney cashcow crap... + sandbox + realism (relative) +open worlds +modding So i wish them the best, because arma is all i have now =P There's no replacement.
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