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0000367AFRF[All Projects] Generalpublic2015-03-02 22:132015-05-15 12:03
jjameson3 
MistyRonin 
normalmajoralways
closedwon't fix 
0.3.6 
 
0000367: RHS_M2A3_BUSKIII launches into space on a right turn
The Bradley is way to light on it's tracks, it feels like your driving on ball bearings. The vehicle will simply fly around like there's no traction at all at various points while driving.

This has persisted through all previous versions.
There are instances if you are moving at W speed, turn right by hitting the D key multiple times, and you will be launched into orbit (000000 GPS) at roughly 72,500,000KM/Sec
The weight balance just feels off, possibly the weight layer in the model is too high and not spread out to the corners to give the tracks the correct weight on them.
No tags attached.
? physX.hpp (7,053) 2015-03-19 19:03
https://feedback.rhsmods.org/file_download.php?file_id=174&type=bug
Issue History
2015-03-02 22:13jjameson3New Issue
2015-03-03 14:31TachiNote Added: 0000902
2015-03-03 15:04MistyRoninNote Added: 0000904
2015-03-03 15:05MistyRoninStatusnew => closed
2015-03-03 15:05MistyRoninAssigned To => MistyRonin
2015-03-03 15:05MistyRoninResolutionopen => won't fix
2015-03-03 15:14MistyRoninNote Edited: 0000904bug_revision_view_page.php?bugnote_id=904#r423
2015-03-03 15:14MistyRoninStatusclosed => new
2015-03-03 15:15MistyRoninNote Edited: 0000904bug_revision_view_page.php?bugnote_id=904#r424
2015-03-03 15:34MistyRoninNote Edited: 0000904bug_revision_view_page.php?bugnote_id=904#r425
2015-03-08 21:55MistyRoninNote Added: 0000961
2015-03-08 21:55MistyRoninStatusnew => feedback
2015-03-09 18:44brewer0300Note Added: 0000971
2015-03-09 18:45brewer0300Note Edited: 0000971bug_revision_view_page.php?bugnote_id=971#r461
2015-03-19 19:03jjameson3Note Added: 0001010
2015-03-19 19:03jjameson3Statusfeedback => assigned
2015-03-19 19:03jjameson3File Added: physX.hpp
2015-03-20 08:33Soul_AssassinNote Added: 0001011
2015-03-20 15:50jjameson3Note Added: 0001013
2015-03-20 16:02Soul_AssassinStatusassigned => new
2015-03-20 16:08RedPhoenixNote Added: 0001015
2015-03-20 16:12jjameson3Note Added: 0001016
2015-03-20 16:37brewer0300Note Added: 0001017
2015-03-20 22:41RedPhoenixNote Added: 0001018
2015-03-20 23:29brewer0300Note Deleted: 0001017
2015-05-15 12:03Soul_AssassinNote Added: 0001428
2015-05-15 12:03Soul_AssassinStatusnew => closed

Notes
(0000902)
Tachi   
2015-03-03 14:31   
Happened with abrams also in version 035
(0000904)
MistyRonin   
2015-03-03 15:04   
(edited on: 2015-03-03 15:34)
It's because PhysX can't handle well certain exceptional cases, like when tracks get stuck.

We'll check once the vanilla 1.40 ( and its new PhysX changes ) is released.

(0000961)
MistyRonin   
2015-03-08 21:55   
Does it still happens?
(0000971)
brewer0300   
2015-03-09 18:44   
(edited on: 2015-03-09 18:45)
Yes.

Most often this happens when moving full right or left from a stop. When you press the D or A key, the vehicle will spin around 360 degrees or more within a second and you can't stop the spin by trying to move in the opposite direction. This happens when in first person and in 3rd person view.

I have a few videos of this happening I will try to post later today.

(0001010)
jjameson3   
2015-03-19 19:03   
I tweaked the values, most of the floatiness is gone, though if you mash E and D after about 10 rotations it still acts like it's on ice.

File added physX.hpp
(0001011)
Soul_Assassin   
2015-03-20 08:33   
Cant just do things like this:
```
enginePower = 800; //Original 447 - Needed to bump up over real values to make it drivable up hills at a reasonable rate
```

whats the design justification? Whats reasonable? Why the real value has to be negated? Maybe it drives shit uphil in real life?
(0001013)
jjameson3   
2015-03-20 15:50   
Soul,

According to the former Bradley crewman (3 of them) in our unit, this version was significantly under-performing going uphill as compared to the real one. That minor tweak split the difference without radically changing the performance of the rest of the vehicle.

I also changed the gearbox to be closer to the actual top speed of 56kph on roads compared to what was configured.

I modified Q speed to more of a crawl, and W speed to match closer to real off-road specifications (45-46kph).
(0001015)
RedPhoenix   
2015-03-20 16:08   
maxSpeed = 56; - irrelevant for tankX class.
enginePower = 800; - why that? If you want to complain about poor tank performance open a ticket here: http://feedback.arma3.com/main_page.php [^]
Changing enginePower without editing the torqueCurve an coexisting values will result in fubar.


And the biggest laughter you created:
Tire parameters - "Original not commented out, we don't have tires"
Sorry..... Nope. Tanks DO have tires. At least, in Arma, because the tracks are not simulated as tracks, they are just a plain texture spinnign around the wheels.
Arma simulates all wheels as they were actual wheels, hence the bad driving performance. Comenting out a crucial part in class Wheels (wheels... d'uuuh...) won't help improving the driving behaviour.
(0001016)
jjameson3   
2015-03-20 16:12   
Red,

For a car with tires, yes those are required. The solid rubber and steel tires on a Bradley are on a track, and thus have no slippage characteristics that were trying to be modeled with those parameters.

While your laughing, why don't you actually try driving it once with the updates.
(0001018)
RedPhoenix   
2015-03-20 22:41   
I did test it - and nothing really improved.

The point that you believe that RV-Engine simulates tracks just makes it clear to me that you do not know how it actually works.
(0001428)
Soul_Assassin   
2015-05-15 12:03   
waiting on adequate fixes to PhysX from BIS. Or explanation from them what is causing this.