Physics
Talk about anything related to old versions of Armada.
posted on June 24th, 2009, 7:19 am
Last edited by RCIX on June 24th, 2009, 9:41 am, edited 1 time in total.
I am trying to make a physics setup that will let "stations" (really ships but with the appropriate settings set) turn in place to track their target however it is not working. Here is the file:
what is wrong with it?
Update: this gets interesting. I tried to use my "XP Tester" (a dummy "ship" that uses this physics file to not move) and it would not appear when i placed itbut if i did all of ships get instantly moved about 30 units up when i exit the map editor. I also saw a bugship that i placed go into what kind of looks like warp (it set off in a direction and kept speeding up till it hit 500-700 speed and then kept zipping around in one area after a while). So this doesn't make sense.
- Code: Select all
combatspeed = 0.000001
impulsespeed = 0.000001
physics = "borg"
warpspeed = -1
combatphysicsfile = "basic_smooth_combat.odf"
tooclosetoturn = 100;
pathleaddistance = 400;
forwardaccel = 0.2;
backwardaccel = 4;
turnomega = 0.145;
turnalpha = 0.24;
pitchomega = 1.0;
pitchalpha = 0.1;
rollcoupling = 0;
turnomegafractionatrest = 1;
turnalphafractionatrest = 1;
pitchomegafractionatrest = 1;
pitchalphafractionatrest = 1;
pitchdefault = 0;
pitchdefaultspeed = 0.5;
turncontrolsquared = 0;
turncontrolangle = 20;
forwardcontroldistance = 70;
velocCoeffStill = 1
velocCoeffWhenHalf = 1
maxRotationsSpeed = 5
pitchRotationSpeed = 5
maxPitchAngle = 89
what is wrong with it?
Update: this gets interesting. I tried to use my "XP Tester" (a dummy "ship" that uses this physics file to not move) and it would not appear when i placed itbut if i did all of ships get instantly moved about 30 units up when i exit the map editor. I also saw a bugship that i placed go into what kind of looks like warp (it set off in a direction and kept speeding up till it hit 500-700 speed and then kept zipping around in one area after a while). So this doesn't make sense.
posted on June 24th, 2009, 2:46 pm
You got it all wrong...
All speeds are 0.000000000000000 (or just plain zero)!
Too close to turn is either 0 or -1, I forget which.
There is no acceleration, but to be friendly with the game just put all accel at 0.001. Pitching is 0, stations don't pitch!
You have to put rotation speed between 0.1 and 2.0. more than that will make them spin like crazy. (positive is clockwise, negative is counterclockwise)
But usually you can just put rotation speed in the station odf. Any way there is no pitch rotation unless if you want it to wobble.
All speeds are 0.000000000000000 (or just plain zero)!
Too close to turn is either 0 or -1, I forget which.
There is no acceleration, but to be friendly with the game just put all accel at 0.001. Pitching is 0, stations don't pitch!
You have to put rotation speed between 0.1 and 2.0. more than that will make them spin like crazy. (positive is clockwise, negative is counterclockwise)
But usually you can just put rotation speed in the station odf. Any way there is no pitch rotation unless if you want it to wobble.
posted on June 26th, 2009, 10:15 pm
have a look at these ones made for Stock A2. It works fine in game and should do what you want. not sure how it will look tho. And you might need to make sure the station has a ship class label, not a stations one.
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posted on June 26th, 2009, 10:48 pm
*smacks forehead* it was because the "station" i was using had no engines system! stupid me!
posted on June 26th, 2009, 10:52 pm
that helps, but now it turnes eexxxxxccrrruuuciiiaatttttingllllly sllllllloooooowwwwwwllllyyy....... Optec, is there an easy way to do this?
posted on June 26th, 2009, 10:55 pm
you want to make it faster? Try useing the one I posted, or just copying some of the speeds, then it should be faster.
posted on June 27th, 2009, 12:55 am
Even with a tweaked version of that. it takes like 1 minute to turn 10 degrees.
posted on June 27th, 2009, 1:12 am
stating the obvious, but did you change the Combat speed, and the impulse speed?
posted on June 27th, 2009, 2:50 am
Yes, but i didn't set it to zero.
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