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PhysX Challenge This thread originated when I was trying to save my addons when they all had stopped working after the TacOps update. Now in hindsight I want to share some examples and ideas about physX for aircraft, especially for tail drag setup. Feel free to use the code, change it - and make suggestions or share insights in this thread. The TacOps update of November 2017 changed the ground handling of airplaneX simulation. This probably happened accidently while BI was trying to improve tank movement (I do believe it is this change in the patch notes >Tweaked: Enabled PhysX wheel sweep collisions<). Since then aircraft set up in the traditional way (Arma 2 style) and with airplaneX enabled may start to jump and blow up on the runway. This usually happens at ground speeds exceeding 50 km/h (even on VRs flat surfaces). Before this update the mix of physX and old wheel config worked just fine. In some aspects that old system was superior to the new physX wheel setup. You could damage hide parts of the gear so you had to land on two wheels, actually simulate belly landings etc. Some of my secret weapons planes do work this way still (the IL-2 for instance looses a wheel after some damage and can belly crash land. I have no idea why it still works and never managed to reproduce that setup). here are some of my personal observations concerning airplaneX and physX wheels - Not pretending to understand what is really going on. Just some observations after doing this to a few dozen aircraft: DOWNLOAD example aircraft Ca-12 Boomerang Tail Drag setup There is an edit layer with all relevant parts all in one. Adjust the wheel positions, - then use the named selections to select the parts to copy/paste into GEO,LC and Memory LOD. I will re-add a tricycle example some other time Short guide for implementing this in your plane: Thanks to TeTeT and Reyhard for some great suggestions!