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Wheel mechanic

Posted: 2018-10-16 11:32
by MaxP
Trying to make more realistic recoil for light vehicles, but got some side effects: the vehicle starts to slide over the surface.

I experimented with the grip parameter, and didn't notice any change.
Then with FrictionMod parameter in engine section, and with high enough values I could minimize the sliding, but the vehicle behavour is very odd with it.

What should I do to minimize the sliding in the transverse axis?

Re: Wheel mechanic

Posted: 2018-10-16 19:55
by Arab
In your recoil comp, make sure ObjectTemplate.recoil.hasRecoilForce is 0

Re: Wheel mechanic

Posted: 2018-10-16 20:56
by MaxP
Arab wrote:In your recoil comp, make sure ObjectTemplate.recoil.hasRecoilForce is 0
Are you sure it is the hasRecoilForce?
If I set the ObjectTemplate.recoil.hasRecoilForce 0 under the WeaponBasedRecoilComp section, nothing happens.
If it is the ObjectTemplate.recoil.recoilForce parameter, then if I change it to 0, there is, of course, no recoil at all.

Re: Wheel mechanic

Posted: 2018-10-17 11:12
by Arab
MaxP wrote:Are you sure it is the hasRecoilForce?
If I set the ObjectTemplate.recoil.hasRecoilForce 0 under the WeaponBasedRecoilComp section, nothing happens.
If it is the ObjectTemplate.recoil.recoilForce parameter, then if I change it to 0, there is, of course, no recoil at all.
Ye it's the ObjectTemplate.recoil.recoilForce code which you can set to 0.1.

Otherwise I'm not sure. There's these codes which are used in PR. Camera Recoil is not 3P, recoil size
Other codes:

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ObjectTemplate.recoil.recoilSize 15
rem Recoil Size = How far the recoil backs on each shot.
ObjectTemplate.recoil.recoilSpeed 10
ObjectTemplate.recoil.recoilSpeedGB 2.5
rem Recoil Speed = How fast a gun will recoil

Re: Wheel mechanic

Posted: 2018-10-17 12:44
by MaxP
Arab wrote:YCamera Recoil is not 3P, recoil size
Thanks.
I don't care about the camera recoil, I set to to reasonable values.
But, as I can see, the tanks in PR have the recoil and roll (don't know exactly how is it in english, I mean the gear working) on it. But the tanks don't slide on the surface, I assume due to the different engine logic.
So I wonder is there any way to minimize the wheel sliding. Maybe I would do it by myself, but I can't find any manual for this engine type parameters.

Re: Wheel mechanic

Posted: 2018-10-17 13:06
by Arab
MaxP wrote:Thanks.
I don't care about the camera recoil, I set to to reasonable values.
But, as I can see, the tanks in PR have the recoil and roll (don't know exactly how is it in english, I mean the gear working) on it. But the tanks don't slide on the surface, I assume due to the different engine logic.
So I wonder is there any way to minimize the wheel sliding. Maybe I would do it by myself, but I can't find any manual for this engine type parameters.
Maybe add ObjectTemplate.newCar2.wheelInertia 100, otherwise no idea.

Re: Wheel mechanic

Posted: 2018-10-17 13:18
by MaxP
Arab wrote:Maybe add ObjectTemplate.newCar2.wheelInertia 100, otherwise no idea.
No changes.
I've set the following parameters:
...
ObjectTemplate.newCar2.wheelLongFrictionMod 1.3
ObjectTemplate.newCar2.wheelLongDriveFrictionMod 1.6
...
ObjectTemplate.newCar2.wheelLatFrictionMod 2
ObjectTemplate.newCar2.wheelLatDriveFrictionMod 2

The sliding is much less, but still exists. Will look at it in game. It cause some problems with the bots firing without driver at place, but it's really improves the immersion...

Re: Wheel mechanic

Posted: 2018-10-18 06:32
by Heavy Death
Fiddling with inertias will do jack shit except make driving different.

Any force excerted on an object will "dislocate" them and put them in "ragdoll" mode. What you can try is increasing the vehicle mass to some ridiculous high number - it doesnt change driving, its just a multiplier or rather a scale on which vehicles are put on in regards to eachother.

Re: Wheel mechanic

Posted: 2018-10-18 10:21
by PBAsydney
If there is indeed a way to make vehicles less prone to sliding when they are stationary, it might be worthwhile to look into that on a lot of other vehicles, some vehicles handle like the tyres are covered in grease if they are on a slope more than 1%.

Re: Wheel mechanic

Posted: 2018-10-18 12:58
by MaxP
PBAsydney wrote:If there is indeed a way to make vehicles less prone to sliding when they are stationary, it might be worthwhile to look into that on a lot of other vehicles, some vehicles handle like the tyres are covered in grease if they are on a slope more than 1%.
Of course, but even if I would change the parameters one by one (actually I did )), there will be a way tooo much combinations, so I wouldn't understand what I have to do, and how it works in general.
Also, some vehicles have a strange behaviour with the same settings as the others, like civ_jep_technical2 - it's sliding with the most working parameters set.

So, for now I've just minimized the sliding. It could be some problems with the bots firing for a long time without moving, as the vehicle will slide back, but it has too many advantages, so, probably, I'll keep it in this state. Anyway, there're many maps where the vehicles just sliding on slopes without any external forces.

Thank for all :)

Re: Wheel mechanic

Posted: 2018-10-19 10:10
by Heavy Death
Sliding on slopes is a weird thing - you can change the LatFrictionMod to higher but as soon as it "tests" for the lateral grip, if the grip is smaller than what would be necessary to keep it in place it will start sliding until it reaches a point where in the timeframe of "testing" the grip value is higher, it will stop. In other words, never, until its very reasonably flat. :P I can also look into it a bit if i have time and provide you with some stuff if i deem it useful-ish.

Re: Wheel mechanic

Posted: 2018-10-19 11:15
by MaxP
Heavy Death wrote:I can also look into it a bit if i have time and provide you with some stuff if i deem it useful-ish.
Here is config for us_jep_hmmwv_uparmored (other things not touched):

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ObjectTemplate.setMinRotation 0/0/-1
ObjectTemplate.setMaxRotation 0/0/1
ObjectTemplate.setMaxSpeed 0/0/10000
ObjectTemplate.setAcceleration 0/0/10
ObjectTemplate.setInputToRoll PIThrottle
ObjectTemplate.setAutomaticReset 1
ObjectTemplate.setEngineType c_ETNewCar2
ObjectTemplate.setTorque 240
ObjectTemplate.setDifferential 4
ObjectTemplate.setNumberOfGears 4
ObjectTemplate.setGearUp 0.85
ObjectTemplate.setGearDown 0.4
ObjectTemplate.setGearChangeTime 0.7
ObjectTemplate.setGearRatios 2.25 1.25 1 0.8 0.8
ObjectTemplate.spinWhenNoEngineInAir 1
ObjectTemplate.newCar2.minRpm 1000
ObjectTemplate.newCar2.maxRpm 4000
ObjectTemplate.newCar2.useClutchedTorque 0
ObjectTemplate.newCar2.wheelInertia 100
ObjectTemplate.newCar2.engineFeedbackMod 0.6
ObjectTemplate.newCar2.brakeTorque 2500
ObjectTemplate.newCar2.engineBrakeTorque 2000
ObjectTemplate.newCar2.frictionTorque 100
ObjectTemplate.newCar2.frictionMod 1.5
ObjectTemplate.newCar2.slopeTorqueMod 0.5
ObjectTemplate.newCar2.wheelLongFrictionMod 1
ObjectTemplate.newCar2.wheelLongDriveFrictionMod 1.5
ObjectTemplate.newCar2.wheelLongPeakAt 0.1
ObjectTemplate.newCar2.wheelLongMinDynamicFriction 0.7
ObjectTemplate.newCar2.wheelLongScale 0.05
ObjectTemplate.newCar2.wheelLatFrictionMod [b]3[/b]
ObjectTemplate.newCar2.wheelLatDriveFrictionMod 0.3
ObjectTemplate.newCar2.wheelLatPeakAt 0.1
ObjectTemplate.newCar2.wheelLatMinDynamicFriction 0.7
ObjectTemplate.newCar2.wheelLatScale 0.1
ObjectTemplate.audio.newStyleAudio 1
Recoil for it's HMG:

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ObjectTemplate.createComponent WeaponBasedRecoilComp
ObjectTemplate.recoil.recoilSize 1.5
ObjectTemplate.recoil.recoilSpeed 20
ObjectTemplate.recoil.recoilSpeedGB 5
ObjectTemplate.recoil.recoilForce 4
ObjectTemplate.recoil.cameraRecoilSpeed 10
ObjectTemplate.recoil.cameraRecoilSize 0.5
In projectile tweak:

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ObjectTemplate.mass 0.1