Go ahead, get us the details please.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
Used regulatePitch and regulateYaw. It's easy enaugh.
If the Devs or anyone is interested, I'll tell the details.
stabilizers on abrams?
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dbzao
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jerkzilla
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Curses!! I have been proven wrong!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.
Good point, I had forgotten about choppers and AT.
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Mora
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Mosquill
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So... details, right.
Like the manual says:
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.
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.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.
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.
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77SiCaRiO77
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Mora
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VipersGhost
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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.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.
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
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VipersGhost
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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!
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Mosquill
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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.
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.
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Mora
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