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Thread: Modular approach? Better vehicle simulation!

  1. #21
    Master Sergeant SgtH3nry3's Avatar
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    May 21 2005
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    The collision detection part is very awkward. But other physics attributes seem decent or playable.

    Vehicle dynamics are horrible though. Currently it seems acceleration/deceleration is based on some sort of linear speed/time increase. At least, it very much looks like that.
    To make the game more realistic it should at least have dynamic torque curves and various gear ratios to mimick transmissions.

    Suspensions don't seem to react on lateral forces. There are no tyre dynamics.
    At the moment it just seems that the height of the speed linearly increase turning radius.

    An easy fix for the collision detection would probably be a higher frequency of collision checks.

    "A generation that has taken a beating is always followed by a generation that deals one."
    - Otto von Bismarck

  2. #22

    Lightbulb Crawl Speed

    Hello OP hope you don't mind me using your thread to post about a feature request ticket at CIT concerning vehicles.

    I am requesting a crawl speed that can be reached by a key to essentially shift gears into low so that tactical vehicles could then creep along at infantry walk speed. I realize you can tap "q" but try that in a Warrior or Bradley... then try it down hill. It becomes an exercise in frustration trying to keep pace with human players when moving as a mechanized infantry team. I think the normal "q" speed/turbo and just normal forward speed should remain, but give us (shift 4) to shift into low, like engaging a PTO. There should be an initial jerk as it kicks in, then a smooth slow (maybe high RPM) movement and turns.

    RL Example You couldn't pay me to walk in front of a vehicle in Arma that way. He never gains on the guy walking.

    Anyway, here is the LINK to the ticket. If you agree, go vote it up.

  3. #23
    Quote Originally Posted by MadDogX View Post
    Actually, that's quite an interesting DLC idea. A succession of patches introducing improved handling and a few nifty features for a certain vehicle class, each coming with a DLC for corresponding content. I'm not a huge vehicle fanatic, but that does sound cool.

    Not sure how high the community demand for better vehicle handling really is though. After all, not everyone plays this game for the flying, and the driving is... adequate, I would say. If BIS wanted to create a fighter plane DLC for example, I think they would first have to gauge how many people would actually buy it, just to be sure it would make any sense at all.
    Here is a nifty solution tha Will Solv ALL Problems for you :Make the Dashboard instruments as open Plug-ins that can modifiable on the fly by anyone and in a format that corresponds with this:https:/https://picasaweb.google.com/1125206...89764768935394/picasaweb.google.com/112520604661993750465/SenastOverforda04#5741189764768935394
    If you make it as a Flight simulator add on called Fs Panel Studio and check out the new "X Plane v. 10.00
    currently availeble you find all sorts of ways to make fantastic looking Dashbord as well as GPS,fully functioning
    missiles systems and a lot of solutions on how to implement things in a simulator envirionment.

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