stabilizers on abrams?

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dbzao
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Post by dbzao »

Mosquill wrote:Hey I've just made a stabilization on Challanger 2. Pitch and yaw. Driver can turn the tank 360°, and the gunner wont even note it :lol:

Used regulatePitch and regulateYaw. It's easy enaugh.

If the Devs or anyone is interested, I'll tell the details.
Go ahead, get us the details please.
jerkzilla
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Post by jerkzilla »

Mosquill wrote:Yes, but you can accurately shoot enemies while advancing at full speed. That makes you a very hard target for any anti-tank threat at 9 and 3 o'clock. And with stabilization the ability to shoot while maneuvering will make any tank much deadlier.

And dont forget about choppers with their LG missiles.
Curses!! I have been proven wrong!
Good point, I had forgotten about choppers and AT.
This signature is here due to lack of imagination.
Mora
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Post by Mora »

oh we go to the game balance again.. its reality! chopper DO have gun stabilizers so does tanks, AAVs etc
Mosquill
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Post by Mosquill »

So... details, right.

Like the manual says:
ObjectTemplate.RegulateYaw(Pitch/Roll) This value is used to have a rotational bundle counter or enhance input on the given axis. I. e. to create an stabilizer for the main gunbarrel on a tank.
I'll make it simple: all you need to do is to make RegulateYaw act as a counter-force to the object's rotation, thus creating the stabilization effect. And to do this you'll need the correct values.

Here's the formula:

RegulateYaw.X = -1 * (30.25/maxSpeed); (axis's max rotation speed that is)
RegulateYaw.Y = 0.03025;
it's not 100% accurate thou.

And here's another one just in case:

RegulateYaw.X = 35/maxSpeed
RegulateYaw.Y = -0.0875

same applies for pitch

For a descent stabilizational effect you'll need maxSpeed >45 and Acceleration >350, otherwise there simply won't be enough counter-rotation produced. Chellanger's turret has maxSpeed 15 and Acceleration 100 (as far as I remember) that's not enough (and unrealistic afaik). I suggest that all the tank turrets should have higher maxSpeed and Acceleration, AND enabled rememberExessInput (it should make turrets slower without affecting stabilization).

Hope this cleared things out. If not, just tell me and i'll explain clearlier.

However I saw some minor bugs with the stabilization, i'm still figuring it out.

sry for bad english btw.
Last edited by Mosquill on 2008-01-13 22:11, edited 1 time in total.
77SiCaRiO77
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Post by 77SiCaRiO77 »

care to say whats the bug?
Mora
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Post by Mora »

yeah i am curious, i hope this would be implanted
Mosquill
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Post by Mosquill »

care to say whats the bug?
When the gunner looks left or right (3 or 9 o'clock), the pitch stabilization starts to go away. Maybe because Roll stabilization is also required.
VipersGhost
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Post by VipersGhost »

Mosquill wrote:So... details, right.

Like the manual says:
I'll make it simple: all you need to do is to make RegulateYaw act as a counter-force to the object's rotation, thus creating the stabilization effect. And to do this you'll need the correct values.

Here's the formula:

RegulateYaw.X = -1 * (30.25/maxSpeed); (axis's max rotation speed that is)
RegulateYaw.Y = 0.03025;
it's not 100% accurate thou.

And here's another one just in case:

RegulateYaw.X = 35/maxSpeed
RegulateYaw.Y = -0.0875

same applies for pitch

For a descent stabilizational effect you'll need maxSpeed >45 and Acceleration >350, otherwise there simply won't be enough counter-rotation produced. Chellanger's turret has maxSpeed 15 and Acceleration 100 (as far as I remember) that's not enough (and unrealistic afaik). I suggest that all the tank turrets should have higher maxSpeed and Acceleration, AND enabled rememberExessInput (it should make turrets slower without affecting stabilization).

Hope this cleared things out. If not, just tell me and i'll explain clearlier.

However I saw some minor bugs with the stabilization, i'm still figuring it out.

sry for bad english btw.
Lol...dude can you PLS just fraps this already. I'm stoked to see the eye candy even if it is bugged....nothing can be worse than whats in there already. How did you do this on your second run in the BF2editor. Well done.

So how does it work with a tank going over bumps and stuff. Do you think this will work with the attack helos gunner?
All you twats starting said threads "WTFBBQSAUCE 0.7 BLOWS" - R-Dev Jaymz
Mosquill
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Post by Mosquill »

Yes I DO think it'll work for heli guncams. But it's just much more complicated with choppers. Anyway expect frapsed video soon. ;)
VipersGhost
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Post by VipersGhost »

Heh hard to wait...this would be a huge change in armored/chopper combat. Imagine moving tank columns that can actually dealout some damage without stopping. Sounds pretty cool...now the calvary is truely the calvary. Lets see just a quick teaser vid...stop holding out chief! ;)

-Fan
All you twats starting said threads "WTFBBQSAUCE 0.7 BLOWS" - R-Dev Jaymz
Leo
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Post by Leo »

Mosquill wrote:Maybe because Roll stabilization is also required.
I'd imagine this would be a must for Choppers, and tanks on hilly surfaces.
Mora
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Post by Mora »

yeah post a quick vid of it. i cant wait to see this!!!
this will change allot of tank and chopper tactics :)
Mosquill
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Post by Mosquill »

Sorry for taking it so long, had to configure the 2nd computer.

Anyway, don't judge it yet, it's not even quarter finished. Pitch stabilization really sucks now, some adjustments needs to be made. Althou I had some tests with Pitch being nearly perfect, but not in this video.

So here's the vid: YouTube - Project Reality Turret Stabilization

btw it's m1 Abrams, not Challanger 2.
Mora
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Post by Mora »

OMG its working!! i love you man!! .. well.. not really but you have done a great job!
Leo
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Post by Leo »

That is really really awesome.
77SiCaRiO77
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Post by 77SiCaRiO77 »

very impresive !

cant wait to try it

id you need some testers ? :D
Mosquill
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Post by Mosquill »

double post, oops
Mosquill
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Post by Mosquill »

Glad you like it.

But like I said before, it's not difficult to do, it's not hardcoded, so I don't understand how come we don't have it already.

Testers? hmmm... I'll think about it. :D
GeZe
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Post by GeZe »

X axis stabilization looks good, I hope you can get the Y axis stabilization working just as well.
Mosquill
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Post by Mosquill »

That is not a problem. The problem is you wont get any Y-stabilization while looking left/right. And even bigger problem is that I don't know why is it so.

Perhaps a Dev can help?
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