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Everything posted by UK_Apollo
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cars: front heavy settings?
UK_Apollo replied to scotg's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Yes, you can revert back. Last time I did it, it was something like a 9GB download to switch one way or the other, and of course dev branch gets updated almost daily. So if you have unlimited fast internet, it's no problem. Here's the info for the diagnostics .exe: https://community.bistudio.com/wiki/Arma_3_Diagnostics_Exe Relevant to you will be 'EPEVehicle' and 'EPEForce'. -
cars: front heavy settings?
UK_Apollo replied to scotg's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
No. I usually build vehicles with the base of the wheels sitting on the [0,0] plane, but that's just preference. Use the LandContact LOD points (give them the damper named selection) and the wheel boundary memory points to sit the car flush on the ground. Make sure the CoM is centred (from side to side) and I recommend also centred from front to back. If you position the CoM off-centre (perhaps towards the rear, because you said it's rear engined), you may need to adjust the wheel sprung mass and spring strengths to keep it level. -
cars: front heavy settings?
UK_Apollo replied to scotg's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Adjusting the physx to get it right does take time, as so many factors are interlinked, both in the config and the p3d. Anyone of them can severely mess things up. This might help for starters - change these values in all 4 wheels: sprungMass = 163; // 650kg / 4 --- all of the mass of the vehicle must be supported by the suspensionspringStrength = 4075; // start at 25 x sprungMassspringDamperRate = 1630; // 2 x sqrt(springStrength x sprungMass) You might want to look at lowering the MOI to somewhere between 10 and 40 (and probably in the lower end of that range). Check that your centre of mass in the Geometry LOD is above a line joining the top of the suspension movement (so simplistically, c of m above the tops of the wheels). It doesn't like being below it. Run the Arma development branch, and use the diagnostic exe, then you can toggle on PhysX debug to look in detail at the suspension and other engine parameters as it moves in game. -
Evrik didn't specifically say so, but just to confirm, taking the safety off the vehicle weapons is working fine for us and all in our group, with or without @ace3. So it's likely to be a conflict (mod or key binds) only for you bl2ck dog. We'll try to help you resolve it though.
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Thanks for the links Mcnab, pretty cool stuff isn't it. Yes, we've had this on our To Do list for quite some time, but other things always seem to take priority. So it may happen one day, but no promises on that.
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No Entry Error - Model Cfg
UK_Apollo replied to jAMDup's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I expect a mod will move this thread to the Editing forums for you... In class MyTestPlaneB you incorrectly have: sectionsInherit = "MyTestPlane_Bones_Base"; You can't inherit sections from a CfgSkeleton class. -
Thanks for your suggestion runy, I've made a note of it.
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Thanks JD. Flag and bonnet were known about and not considered important enough to worry about as the player can lower the flag and bonnet before strip down. The clan logo will be added to our bug tracker for fixing.
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The option to pre-fold, without using script commands, will be in the next update. It was slightly more complicated than just folding the tail/rotor, because the armed variants also needed to have their ramps closed and gunners locked out from the gun position. So, it's available in the Eden Editor under the vehicle Attributes:
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I'll look into it Tom. My initial guess is that yes, it should be possible.
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Thanks for the bug report, confirmed present. This was actually the last fix we made in our QA testing, but through error it didn't get into the update files. We'll be releasing a hotfix, hopefully today.
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Thanks Flax, that works nicely. I read the script command description too quickly and assumed "true" was the same as "1", but they don't give the same results.
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Yes, da12thMonkey is right. Thanks for the tip off. Confirmed our flags are also broken when running with Cup Terrains, and without it they are fine.
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Thanks :-) Yes, sort of... You can spawn them in and they'll immediately fold by adding this line to the vehicle INIT in the Eden Editor: this animateSource ['Fold', 1]; or this animateSource ['Fold', 1, 100]; The first takes the default amount of time to fold up, the second speeds it up 100 times, so it looks instantaneous. You could of course also run this command from a mission script or from the debug console on named vehicles. I don't know if there's a script command to force the animation state to 1 without any actual animation taking place?
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Start with .tga. Load it up in TexView2 from the ArmA Steam Tools. File > Save As Change the extension to .paa on the File name > Save
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All the Arma 3 flags are .paa, 512x256.
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No, very unlikely. However any modder desperately wanting another nations flag on these British vehicles could easily write a small config over-ride to inherit the vehicle, then change the userAction statement to display by default whatever flag texture they desire. Wrong thread? This is for 3CB_BAF_Vehicles. 3CB_BAF_Equipment 3CB_BAF_Weapons 3CB_BAF_Units
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From the Eden Editor, add this line to the INIT of the vehicle: this forceFlagTexture "\a3\data_f\flags\flag_nato_co.paa"; or when in game, while in the vehicle as a player, open the debug console and execute: vehicle player forceFlagTexture "\a3\data_f\flags\flag_nato_co.paa"; to change to a NATO flag, or replace the path and file name with a texture of your own. If the "flag raise" user action is selected, it will reset to the British Union Jack.
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why muzzle fires shows on model?
UK_Apollo replied to Reptilienski's topic in ARMA 3 - MODELLING - (O2)
Assuming that your muzzle flash proxy is named "zasleh" in OB, add this to the appropriate place in config.cpp: selectionFireAnim = "zasleh"; and in model.cfg CfgModels { } sections[] = {"zasleh"}; Do not include "zasleh" in any hiddenSelections (like "camo"). -
I'm not sure this will work: Removing a pbo, such as "uk3cb_baf_units_desert.pbo", will remove the desert camo scheme entirely, whereas, you have asked if it's possible to remove the "Airforce" / "Navy" components, leaving just "Army". There may also be an issue with the Steam Workshop EULA which states that to upload a mod you must own the Intellectual Property contained within? Not sure. EDIT: probably we'd need to assign IP to allow it, but it's a moot point as what you want can't be done just by removing pbo's.
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Following a post from reyhard in the RHS thread, increasing the AI parameter maxSpeed has fixed our Apache, which now follows low level waypoints as it should. It'll be in the next update of 3CB BAF Vehicles.
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RHS Escalation (AFRF and USAF)
UK_Apollo replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Scott mentioned that our 3CB Apache had the same issue which is true. He also said we had fixed it, but quite the opposite, we said we hadn't and had added it to our bug tracker. However, I've just tried reyhard's suggestion and increased maxSpeed, and that does indeed fix it for us, thanks! So, I imagine it will for you guys too.- 16549 replies
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Just in case you're wanting to model this purely to get one in game, rather than for your own enjoyment of modelling, we (3CB) would be happy to include this in an update to our 3CB BAF Equipment pack. If interested, post a high quality image of the cap badge and Regiment name on our thread: The model was donated to us by a third party so we're not at liberty to share it, but all the best with your endeavours.
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Distance moved = offset value x length between memory points axis A good way to deal with this is to set the memory points at the required travel length, with the offsets at 0 and 1. Then only move the mem points to adjust. But that's not the OP's problem with the wheels being underground. He may need to move the wheel_x_x_bound mem points, and check the physx wheelCircumference value.
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I've just tested Scottb's mission and find that our Apache does exactly what he says, including on our latest dev build. I also switched it out for an AH-99 Blackfoot, which is the base helicopter we inherit from, and that does not have the same problem. So it looks like an issue we should try to resolve and I've added a card to our bug tracker. Thanks for the report! Just a quick note - we're in the wrong mod thread. It should be 3CB BAF Vehicles. Not to worry too much though.