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Posts posted by UK_Apollo
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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 suspension
springStrength = 4075; // start at 25 x sprungMass
springDamperRate = 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.
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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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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.
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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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12 hours ago, tom.tucka said:Would be cool if we can get this in the arsenal so we can spawn them already folded
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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11 hours ago, bolo861 said:I ve got some white textureless bits and pieces on L85A2. Is that known bug or is it simply my corrupted download?
I am using Steam version of the mod.
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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23 minutes ago, da12thMonkey said:If you're running CUP Terrains, it might be that.
The mod currently overwrites some of the parameters used in the updated Arma 3 vehicle flag proxies, and breaks their ability to animate and assign textures.
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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11 minutes ago, Maj.Boggie said:Hey guys,
Loving the update, is there a way to spawn the new Navy helis in, with the rotors and tail already folded?
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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53 minutes ago, kerozen said:In the future will it be possible to change the flag displayed with the "flag raise" user action?
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.
QuoteAlso, "Added @ace3 keybinds for sling/don helmet and drop/pick-up backpack, and to swap to a tertiary weapon (attached to backpack)" how does the tertiary weapon thing works?
Wrong thread? This is for 3CB_BAF_Vehicles.
3CB_BAF_Equipment
3CB_BAF_Weapons
3CB_BAF_Units
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17 minutes ago, kerozen said:Is it possible to change the texture of the new flag on the vehicles? If so, how?
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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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").
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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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33 minutes ago, reyhard said:should be fixed in next patch then, maxSpeed affects that (it's ai only param - doesn't affect actual max speed for helis)
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.
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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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5 hours ago, scotg said:I may be wrong on this and cannot find documentation on it, but I think the length of your suspension axes (that is, the distance between two memory points that represent one axis) can influence the outcome of what the defined offset values are.
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.
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There is an option when using@ace3 and @3cb_baf_weapons with the Javelin to make top down attacks.
Probably with other mod pack launchers too when using ace.
Not aware of any standalone scripts to replicate.
cars: front heavy settings?
in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Posted
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.