Gamestudio Links
Zorro Links
Newest Posts
Zorro 2.70
by jcl. 09/29/25 09:24
optimize global parameters SOLVED
by dBc. 09/27/25 17:07
ZorroGPT
by TipmyPip. 09/27/25 10:05
assetHistory one candle shift
by jcl. 09/21/25 11:36
Plugins update
by Grant. 09/17/25 16:28
AUM Magazine
Latest Screens
Rocker`s Revenge
Stug 3 Stormartillery
Iljuschin 2
Galactic Strike X
Who's Online Now
2 registered members (TipmyPip, 1 invisible), 18,731 guests, and 7 spiders.
Key: Admin, Global Mod, Mod
Newest Members
krishna, DrissB, James168, Ed_Love, xtns
19168 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 5 of 5 1 2 3 4 5
Re: Pointer troubles: Need Help [Re: Jaeger] #267983
05/27/09 05:37
05/27/09 05:37
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
Expert
EvilSOB  Offline
Expert

Joined: Feb 2008
Posts: 3,232
Australia
Damping conclusion correct.
Actual values for damping will need to be played for each projectile type.
In actuality the damping caused by air-friction will be higher at greater speeds too, there will be a bit of fudging required here I think.

But we still want to keep the mass values correct to start with,
so that our 'correct' gravity gives them a 'correct' trajectory.

I believe the velocity rate is in quants per second, but Im no physics guru...
So the formula you have for it is correct.
BUT, if the velocity is in quants per physics-frame, we will need to multiply it my 'time_step'.
Once again, Im no physics guru, and I couldnt find an answer one way or the other in the manual.
But 800,000 does sound high, but I dont remember 800 * 100 = 800,000?? laugh


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: Pointer troubles: Need Help [Re: EvilSOB] #267986
05/27/09 05:50
05/27/09 05:50
Joined: May 2009
Posts: 258
Chicago
J
Jaeger Offline OP
Member
Jaeger  Offline OP
Member
J

Joined: May 2009
Posts: 258
Chicago
Heheh, there I go with bad math.

Btw, I just realized 10cm = 1 decimeter (an actual metric unit). ;D

So if the real Panzer IV was 6.62m long, 2.88m wide, 2.68m tall, then I need to make it:

66.2 x 28.8 x 26.8 (quants)? Were you just estimating dimensions earlier?

Simply multiplied by 10 to get decimeters, or in "game talk" our quants.

Oh, the terrain is done. I made it 5000x5000 in WED for simplicities' sake:

5000q = 50,000cm
50,000cm = 500m

I wanted 5km, so:

5000/500 = 10

So I scaled the terrain by a factor of 10 in WED, making it 50,000q.

EDIT:

Heh, my modeler is good. Changed the height to "real life" dimensions on our quant scale, hit tab, and the other eral life dimensions popped up for width and height, give or take a couple mm. laugh

Last edited by Jaeger; 05/27/09 06:06.
Re: Pointer troubles: Need Help [Re: Jaeger] #267988
05/27/09 06:17
05/27/09 06:17
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
Expert
EvilSOB  Offline
Expert

Joined: Feb 2008
Posts: 3,232
Australia
I done the some decimeter<->centimeter fumble in my previous ramblings. wink
But I was estimating into round number to some degree too.

Looking it over, you are right, the tank will be 66.2 quants etc.
But damn, its a bit under the 3DGS standard of 80 quants being a collision "hull".
We may need to rescale if our bullet/shell collisions start to fail at close range(hi-speed).
But as youve seen, its not that hard at this early stage.

And in a pinch, we could also re-scale any models in-game, like we are doing with the terrain.
Its the in-game quants that are the important ones when it comes to collision hulls.


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: Pointer troubles: Need Help [Re: EvilSOB] #267992
05/27/09 06:22
05/27/09 06:22
Joined: May 2009
Posts: 258
Chicago
J
Jaeger Offline OP
Member
Jaeger  Offline OP
Member
J

Joined: May 2009
Posts: 258
Chicago
Understand.

I think it's going to work now though. This is MUCH larger than before, and only some of the MG bullets (which are MUCH smaller than the 75mm maingun rounds) weren't detecting collisions. The main gun bullets worked without fail, every time.

Re: Pointer troubles: Need Help [Re: Jaeger] #267997
05/27/09 06:59
05/27/09 06:59
Joined: May 2009
Posts: 258
Chicago
J
Jaeger Offline OP
Member
Jaeger  Offline OP
Member
J

Joined: May 2009
Posts: 258
Chicago
Ugh... Switched over to the new map and models, and for some reason, the tank is just floating in mid-air. There must be something wrong with the code that's not registering it as a physics entity. Don't know why... I'll have a look.

Re: Pointer troubles: Need Help [Re: Jaeger] #268002
05/27/09 07:35
05/27/09 07:35
Joined: May 2009
Posts: 258
Chicago
J
Jaeger Offline OP
Member
Jaeger  Offline OP
Member
J

Joined: May 2009
Posts: 258
Chicago
Ah, that was the level... I'll need to re-do it...

Re: Pointer troubles: Need Help [Re: Jaeger] #268008
05/27/09 07:51
05/27/09 07:51
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
Expert
EvilSOB  Offline
Expert

Joined: Feb 2008
Posts: 3,232
Australia
NOOOO.... maybe
Its just in the main function you create the tank at a position of vector(-225,-848,460).
Thats now different because of the scaling.
Just change its create position and it will be fine.
It probably got created "underneath" the terrain, and terrain is invisible from behind.


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: Pointer troubles: Need Help [Re: EvilSOB] #268015
05/27/09 08:23
05/27/09 08:23
Joined: May 2009
Posts: 258
Chicago
J
Jaeger Offline OP
Member
Jaeger  Offline OP
Member
J

Joined: May 2009
Posts: 258
Chicago
No, I had to the level off center. I had already compensated for the new scale. I just centered it in WED and in works fine now.

Page 5 of 5 1 2 3 4 5

Moderated by  HeelX, Lukas, rayp, Rei_Ayanami, Superku, Tobias, TWO, VeT 

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1