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    Weight of the vehicle

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    Stah

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    Re: Weight of the vehicle

    Post by Stah on Wed Dec 16, 2015 6:24 pm

    lockie wrote:
    One more question: how to multi-quote?
    I just press icon `Quote` then insert phrase.

    Ok, but I meant was - how tu put quotes from mulitiple posts in your one post, so not to generate few posts one after another, quoting various forum members. I can see that you all achieve it somehow...
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    lockie
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    Re: Weight of the vehicle

    Post by lockie on Wed Dec 16, 2015 7:11 pm

    Stah wrote:
    1. Lowering those params made no difference
    Then u should try to effect EXACTLY hit boxes. If u remove "material" (press delete/backspace, then u'll see red objects. They are "hit boxes".)

    Description is located:
    data\k42\loc_rus\levels\levels\obj_cfg\objects\broken_bridge0.engcfg

    where
    imp = 30000;
    This is too big value! Set up "1000".

    2. Those flags you suggested to change - they have nothing to do with
    being destroyable - they make shadows and traces of tracks to appear on
    bridge surface. After converting text I saw clearly: "prinimajet tieni /
    prinimajet gusienicu", BUT...
    OK, then thanks to er investigations now we know that flag:
    0x02 - it is trace of the track
    0x01 - it is shadow of the track!? (How it looks like?)

    Stah wrote:Ok, but I meant was - how tu put quotes from mulitiple posts in your one post
    Sometimes, I write manually
    Code:
    [quote]
    then another
    Code:
    [/quote]

    Stah

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    Re: Weight of the vehicle

    Post by Stah on Wed Dec 16, 2015 7:20 pm

    lockie wrote: Then u should try to effect EXACTLY hit boxes.

    Okay, thanks, but let's not lose the point here Smile I wasn't trying to make the bridge destructible, I just wanted to try (answering Pointer's question) if such overweighted tanks are prone to break the bridges. Now we know (me, at least Smile ), that they're not.
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    lockie
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    Re: Weight of the vehicle

    Post by lockie on Wed Dec 16, 2015 7:32 pm

    Stah wrote:
    Okay, thanks, but let's not lose the point here Smile
    Yes, but we see that bridge doesn't look realistic. It should be easily destroyable. I didn't pay attention to it(I've only one head and two hands), but since u're interested then let's find it out Wink
    Then may be I'll make a destroyable stone bridge.

    PS
    Though, to be involved into all adjusting and setting of SF structure, user must has at least TWO heads bom What a Face

    Stah

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    Re: Weight of the vehicle

    Post by Stah on Wed Dec 16, 2015 7:58 pm

    Ah, ok. So let's try to figure it out.

    Btw, I think we should look also to values in common_res file, the ones I wrote about (point 3 of my previous post).

    ...Shadow of the track? No, I think it decides if shadows show on the bridge. Vehicle shadows, I mean.
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    lockie
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    Re: Weight of the vehicle

    Post by lockie on Wed Dec 16, 2015 8:04 pm

    Stah wrote:Btw, I think we should look also to values in common_res file, the ones I wrote about (point 3 of my previous post).
    There is nothing interesting. It is coordinates/rotate of each bridge parts.

    Shadow of the track? No, I think it decides if shadows show on the bridge. Vehicle shadows, I mean.
    OK, I see. So, flag 0x01 is responsible to show vehicle's shadow on the object.

    Stah

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    Re: Weight of the vehicle

    Post by Stah on Wed Dec 16, 2015 8:26 pm

    lockie wrote: There is nothing interesting. It is coordinates/rotate of each bridge parts.

    Aha.

    lockie wrote: So, flag 0x01 is responsible to show vehicle's shadow on the object.

    It apparently changes two things: traces of tracks and vehicle shadows. But I don't get it - don't you see this Russian description I wrote about: prinimajet tieni 0x01, prinimajet gusienicu 0x02 - ? As I said, the flags concept is black magic to me. They seem to be like sum of various settings/values or what...?

    Stah

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    Re: Weight of the vehicle

    Post by Stah on Wed Dec 16, 2015 8:36 pm

    ...but we are to figure out how to make bridge destroyable, I'd like to be able to shoot it Smile And, frankly, it's hard as hell to me. I even wanted to create a topic about it - when I shot at any near object (like, say, less than 70-50m), my shots seem to disappear before it and explode behind it... it's not a matter of missing it, because a tank at this distance fill all the view area in a gunsight Shocked . The same about the bridge - I just can't hit it! It's almost funny...

    Did you experience this? Do u know any solution?

    Stah

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    Re: Weight of the vehicle

    Post by Stah on Thu Dec 17, 2015 12:44 am

    Ok, I changed these 3 params (1 for each bridge module) in "broken_bridge0.engcfg" and that was it!

    Here are the effects for every value I tried:

    1200 - 150-tonne version of T-34/42 immediately crushes it and falls into the river (as if the bridge didn't exist at all); first HE destroys it (from 30m)
    2500 - 62-tonne version of T-34/42 crushes it as above; several (more than 2) hits needed to destroy it (from 30m)
    4000 - tank (62 tonnes) can't crush it; I'm unable to destroy it with shells - either on 30mm or 500m
    3000 - the same
    2750 - tank (62 tonnes) crushes it (not as immediately, it had to drive on it with all its length this time); I'm able to destroy it at 30m (several shots), but at 500m not (btw., it's hard as hell hit it from longer distace, I'm not sure how many projectiles actually hit it, the explosion effects can be misleading).

    The bridge is surprisingly hard to shoot - from above it (unrealistically) deflect shells because of the angle (if I'm not mistaken: it looks this way), and from the side it's hard to hit. And there's this problem with hitting at ultra-short distances I wrote about in previous post.

    One thing seems sure: there should be several copies of this object - with several parameters, for different occasions.
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    Pointer

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    Re: Weight of the vehicle

    Post by Pointer on Fri Dec 18, 2015 8:48 am

    Stah wrote: As I said, the flags concept is black magic to me. They seem to be like sum of various settings/values or what...?
    "Flags" is a byte controlling up to 8 elementary features.
    Each feature is controlled by a single bit in binary representation of "Flags".
    "Flags" (byte) = Feature#7, Feature#6,....., Feature#1, Feature#0.
    So,for example:
    "flags "= Ox21 (Ox specifies hexadecimal notation) = 33 = 32+1 = binary 00100001
    what means that Features (bits) #5 and #0 are on (active), and the rest are off.

    So practically:
    "Flags" = bin 00000001 = 1 = 0x01 - active only Feature#0
    "Flags" = bin 00000010 = 2 = 0x02 - active only Feature#1
    "Flags" = bin 00000100 = 4 = 0x04 - active only Feature#2
    "Flags" = bin 00001000 = 8 = 0x08 - active only Feature#3
    "Flags" = bin 00010000 = 16 = 0x10 - active only Feature#4
    "Flags" = bin 00100000 = 32 = 0x20 - active only Feature#5
    "Flags" = bin 01000000 = 64 = 0x40 - active only Feature#6
    "Flags" = bin 10000000 = 128 = 0x80 - active only Feature#7

    To activate several features just add those values.

    Stah

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    Re: Weight of the vehicle

    Post by Stah on Fri Dec 18, 2015 3:58 pm

    Aha!! Thanks! That was one of the biggest misteries in SF cinfig files for me! So it's just a group of one to eight so-to-say swirches that can be on or off, and the flags switches all the switches Smile in the encoded way... Ok, one (dumb?) question - how is one to know what exactly is the list of features that particular flag controls? (ok, I could probably deduce it, but it's simpler and safer to ask)

    [ok, in a lot of files I saw the features listed above the flags, but I'm afraid not in all files...]

    Stah

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    hedgehogs imp coefficent

    Post by Stah on Fri Dec 18, 2015 4:38 pm

    As to the things that should be changed if one wants to drive overweighted tanks: the hedgehog's impact coefficent (imp) should be doubled (?) for sure - overweighted (2x) version of T-34 crushes them unrealistically easily. Btw, where is this value located?
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    lockie
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    Re: Weight of the vehicle

    Post by lockie on Fri Dec 18, 2015 5:18 pm

    Stah wrote:the hedgehog's impact coefficent (imp) should be doubled Btw, where is this value located?
    It is here:
    data\k42\loc_rus\levels\levels\obj_cfg\flora\bushes.engcfg
    change
    imp = 2000;
    on
    imp = 4000;

    Stah

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    Re: Weight of the vehicle

    Post by Stah on Fri Dec 18, 2015 11:38 pm

    Hedgehogs, not hedgerows! Very Happy I mean these tank obstacles made from steel beams.
    I can't see the difference between hedgerows crushing by 30- and 60-tonne, can you?... Smile
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    lockie
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    Re: Weight of the vehicle

    Post by lockie on Sat Dec 19, 2015 12:45 am

    Stah wrote:I can't see the difference between hedgerows crushing by 30- and 60-tonne, can you?... Smile
    I think the dif. should be presented, but I never check it out.

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