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Found 6 results

  1. With Tanks DLC one of our priorities is to improve the feeling of driving a tank or any other tracked vehicle. Refine how the vehicles perform, handle or simply how enjoyable they are. What do the improvements consist of: updated PhysX libraries to 3.4 and switched wheel contact queries from raycast to sweep. We believe the precision and reliability of terrain traversal has improved quite significantly. On the other hand it's been a change that undoubtedly affects already released content. Especially the n-wheeled vehicles and tanks. Watch out for new issues with us, please. Report anything suspicious. And if your own mod got negatively affected by the update - get in touch with us asap ;) revisited physics configuration of individual vehicles, their engines, drivetrains and suspensions. Together with new config. properties and options. revisited sound configuration, with new samples and new approaches AI tank driving - AI driving feedback topic, following up on previous AI car driving refactoring player tank commanding changed to direct control over the vehicle (test) Most of these changes are WIP, to test things and get feedback from you!
  2. Helicopter physics seem to feel closer to a rail system recently. I've got all the difficulty options up, but they still feel too responsive and with less aerodynamic effects. Vortex ring state is still a new term to me , but other shaking and wing noise seem to be gone. Also the turn rates on everything seem to be really fast now. Pitch, roll and yaw is faster to accelerate even with controller curves turned way down. I noticed RHS has way lower stress damage tolerance, but the VRS and accelerations seem to be the same. I realize Arma isn't trying to be DCS world with future equipment, but I also can't find much in the patch notes about it changing so much. Would be nice to see some more options in the advanced flight model for noise, max turn rates or VRS effects just for making vanilla stuff more difficult. I'm enjoying the easier flying, but feels like the heli challenge has a low upper limit (if that makes any sense). Atorq damage was something I struggled with for a while, but the other helicopter atmospheric effects I remember seem to be missing or really reduced influence on flying. Anyone else notice the change?
  3. This is mainly for the developers or anyone who actually knows for fact the inner workings of arma physics.... Which model is arma using for calculating ballistic calculations for bullet flight? ASM or ICAO? I see people making mods trying to give 'realism' and they using apparently two different standards according to the ammo data given.Vanilla says ICAO (g7) but also ASM (G1) I just want to make sure that arma can tell the difference.
  4. Hi all! Im having an issues with objects physics in multiplayer: I have a forklift vehicle that can take and lift objects, i.e. loot crates, boxes etc. When i test it in EDEN editor everyrhing works fine - i take and place objects perfectly. BUT when i do the same on my server in multiplayer mission - the object becomes very heavy and stucks all the time, then if i hardly hook it up it just jumps high from me:) For example - object - CargoNet_01_box_F - http://wiki.gruppe-adler.de/arma_pictures/classes/CargoNet_01_box_F.png But actually it happens with all cargo boxes. Also if i spawn the very same object with my admin menu or with some other spawn scripts while being in MP game - it works pretty fine just like im in EDEN - physics of the spawned object is perfect. But if it was spawned by a mission.sqm or a server-side script from mission - it's physics is terrible. Can anyone make this all clear?)) And how to make it work in mp ?
  5. Did a search and could not find an answer to this, so.... When I am aiming down a rifle sight I have clear-line-of-sight in scope cross-hairs. Then none of my hits land, only to discover they are hitting the wall in front of me, which only is only revealed in 3rd person with cross hairs. Ruins immersion and realism that line of sight is not really line of sight, and no way of knowing how much one is exposed in firefight. Is their a mod that fixes this bug/anomaly(corrects the offset), as it not something that would happen in real-life physics ? Thanks
  6. Ok, so I have this tank that works fine in Arma 2, and I'm working to get it working as it should in Arma 3. I understand that for a vehicle to have engine sounds, it must have a physX simulation. So in the config, I (to my knowledge) changed the simulation and added the physx properties as they should be. In-game, my troubles are that the vehicle is stuck in the ground, and while the tracks spin, I cannot move anywhere with it. I believe it has to do with it being physx simulation. Originally there was no physx simulation until I realized I need physx simulation for engine sounds to work. Here are two screenshots of what it looks like, if anyone has ideas, please give them to me. I will provide more info upon request. Geometry Phys LOD - It is the same as the Geometry LOD, save that this one has no properties. What it looks like in game - as you can see, it sinks into the ground a few inches, you should be able to see the tracks touch the ground.
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