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Showing results for tags 'amphibious vehicles'.
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Vehicle floats but does not steer or accelerate in the water
CN_Lurker_1011 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I copy the PhysX part of APC_Wheeled_03 (AFV_4 in game) for my Wheeled APC, and followed all the steps of ShipX on the BIS wiki, everything working fine, but it does only floats (always keep on the speed of 8km/h when floats) does not steer or accelerate in the water(No propelling force, No friction, just like a space ship lose power in outer space) I had tried to copy the PhysX part form BTR80 of RHS, also not work, (not the problem of PhysX i guess) (Important)Also, my animations what use the sources of "InWater" "propeller" does not work, like the game dont think my APC is floating on the water I have made one successful Tracked Amphibious Vehicles before use the PhysX from BMP3 of RHS CfgVehicle: https://pastebin.com/uZrniYr3 PhysX.hpp: https://pastebin.com/E2Fv0vev buoyancy=1 was added to the geometry LOD and geometry_physX LOD (i confirmed it deterministically) -
Tracked Amphibious Vehicles PHYSX?
Coldwarchris posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
i all, Long time ofp vet here. After a long break With the resurgence of cold war mods I've decided to go back to modding.(the last thing i done was donate a bunch of assets to the CWR2 mod which formed the USMC expansion. That said I've been trying to get my LVTP7's working in game, I've followed all the steps on the BIS wiki , but my vehicle floats but does not steer or accelerate in the water after adding in the required steps. The addon is nowhere near ready however To test the LVTPs they inherit from the CUP AAV-7 class (I was thinking of making CUP a requirement but i will check with them first to see if this is okay) I've also removed the autocenter property from geometry & geometry Physx as well as scouring the forums here for a solution Can anyone give me some advice on where I've gone wrong? Cheers Chris (CJS882) My PHYSX file is below /// PhysX part simulation = tankX; enginePower = 582; maxOmega = 276; peakTorque = 4832; torqueCurve[] = { {0, 0}, {(1600/2640), (2650/2850)}, {(1800/2640), (2800/2850)}, {(1900/2640), (2850/2850)}, {(2000/2640), (2800/2850)}, {(2200/2640), (2750/2850)}, {(2400/2640), (2600/2850)}, {(2640/2640), (2350/2850)} }; thrustDelay = 0.1; /// how much time does it take to get the full thrust (default 1), used to reduce initial wheel slipping clutchStrength = 180.0; fuelCapacity = 1885; brakeIdleSpeed = 1.78; /// speed in m/s below which braking is applied latency = 0.1; tankTurnForce = 600000; /// Random magic number, expected to be something like 11 x mass of vehicle // inwater check precision = 15; steerAheadSimul = 0.9; steerAheadPlan = 0.35; predictTurnPlan = .9; predictTurnSimul = 0.6; brakeDistance = 5.0; acceleration = 15; turnCoef = 3.75; overSpeedBrakeCoef = 0.2; waterLeakiness = 55.5; waterLinearDampingCoefY = 5; waterLinearDampingCoefX = 2.0; waterAngularDampingCoef = 1.2; waterResistanceCoef = 0.030000; rudderForceCoef = 14; rudderForceCoefAtMaxSpeed = 18; waterEffectSpeed = 5; engineEffectSpeed = 5; waterFastEffectSpeed = 8; memoryPointsLeftWaterEffect = "waterEffectR"; memoryPointsRightWaterEffect = "waterEffectL"; memoryPointsLeftEngineEffect = "EngineEffectL"; memoryPointsRightEngineEffect = "EngineEffectR"; waterspeedcoef = 0.2; waterSpeedFactor = 0.50; // in water check ends /// Gearbox and transmission idleRpm = 700; // RPM at which the engine idles. redRpm = 2640; // RPM at which the engine redlines. engineLosses = 25; // power losses on the engine's crank-shaft (before the gearbox) in Nm. (Multiplied by the gear ratio) transmissionLosses = 15; // power losses on wheel axis (in/after the gearbox) in Nm. (Constant) class complexGearbox { GearboxRatios[] = {"R2",-3.9,"N",0,"D1",4.7,"D2",3.5,"D3",2.6,"D4",2.0,"D5",1.5,"D6",1.125,"D7",0.85}; TransmissionRatios[] = {"High",15}; gearBoxMode = "auto"; //gearbox can be of type: full-auto (only requires 'W' or 'S'), auto (requires shift between drive and reverse), semi-auto, manual moveOffGear = 1; // defines what gear an automatic or semi-automatic gearbox will move off from stationary in. 1 by default. driveString = "D"; // string to display in the HUD for forward gears. neutralString = "N"; // string to display in the HUD for neutral gear. reverseString = "R"; // string to display in the HUD for reverse gears. transmissionDelay = 0.1; }; /// end of gearbox class Wheels { class L2 { boneName = "wheel_podkoloL1"; center = "wheel_1_2_axis"; boundary = "wheel_1_2_bound"; damping = 75.0; // tanks do not have steerable wheels steering = 0; /// We need to distinguish the side to apply the right thrust value side = "left"; /// weight of the wheel is defined per wheel, it reduces overall mass of vehicle weight = 150; mass = 150; MOI = 23.5; latStiffX = 25; latStiffY = 280; longitudinalStiffnessPerUnitGravity = 100000; maxBrakeTorque = 40000; sprungMass = 4000.0; springStrength = 324000; springDamperRate = 36000; dampingRate = 1.0; dampingRateInAir = 7000.0; dampingRateDamaged = 10.0; dampingRateDestroyed = 10000.0; maxDroop = 0.15; maxCompression = 0.15; }; class L3: L2 { boneName = "wheel_podkolol2"; center = "wheel_1_3_axis"; boundary = "wheel_1_3_bound"; }; class L4: L2 { boneName = "wheel_podkolol3"; center = "wheel_1_4_axis"; boundary = "wheel_1_4_bound"; }; class L5: L2 { boneName = "wheel_podkolol4"; center = "wheel_1_5_axis"; boundary = "wheel_1_5_bound"; }; class L6: L2 { boneName = "wheel_podkolol5"; center = "wheel_1_6_axis"; boundary = "wheel_1_6_bound"; }; class L7: L2 { boneName = "wheel_podkolol6"; center = "wheel_1_7_axis"; boundary = "wheel_1_7_bound"; }; // rear left wheel, usually Idler or Drive Sproket // Note, this wheel may not always be touching the ground, but we need it anyway! class L9: L2 { boneName = "wheel_podkolol9"; center = "wheel_1_9_axis"; boundary = "wheel_1_9_bound"; sprungMass = 1500.0; springStrength = 37500; springDamperRate = 7500; maxDroop = 0; maxCompression = 0; }; // front left wheel, usually Idler or Drive Sproket // Note, this wheel may not always be touching the ground, but we need it anyway! class L1: L2 { boneName = ""; center = "wheel_1_1_axis"; boundary = "wheel_1_1_bound"; sprungMass = 1500.0; springStrength = 37500; springDamperRate = 7500; maxDroop = 0; maxCompression = 0; }; class R2: L2 { boneName = "wheel_podkolop1"; center = "wheel_2_2_axis"; boundary = "wheel_2_2_bound"; side = "right"; }; class R3: R2 { boneName = "wheel_podkolop2"; center = "wheel_2_3_axis"; boundary = "wheel_2_3_bound"; }; class R4: R2 { boneName = "wheel_podkolop3"; center = "wheel_2_4_axis"; boundary = "wheel_2_4_bound"; }; class R5: R2 { boneName = "wheel_podkolop4"; center = "wheel_2_5_axis"; boundary = "wheel_2_5_bound"; }; class R6: R2 { boneName = "wheel_podkolop5"; center = "wheel_2_6_axis"; boundary = "wheel_2_6_bound"; }; class R7: R2 { boneName = "wheel_podkolop6"; center = "wheel_2_7_axis"; boundary = "wheel_2_7_bound"; }; // rear right wheel, usually Idler or Drive Sproket // Note, this wheel may not always be touching the ground, but we need it anyway! class R9: R2 { boneName = "wheel_podkolop9"; center = "wheel_2_9_axis"; boundary = "wheel_2_9_bound"; sprungMass = 1500.0; springStrength = 37500; springDamperRate = 7500; maxDroop = 0; maxCompression = 0; }; // front right wheel, usually Idler or Drive Sproket // Note, this wheel may not always be touching the ground, but we need it anyway! class R1: R2 { boneName = ""; center = "wheel_2_1_axis"; boundary = "wheel_2_1_bound"; sprungMass = 1500.0; springStrength = 37500; springDamperRate = 7500; maxDroop = 0; maxCompression = 0; }; }; /// End of PhysX