1. When I made the MT-LB addon I sometimes realized that the wheels didn&#39;t exactly rotate around the center of the actual wheel. But this only happened sometimes. Now I&#39;m working on a tracked addon again, but this time the wheels always rotate around the wrong center of rotation:

Does somebody know what could cause this? I don&#39;t have 3D wheels in the FireGeo/Geometry LOD. Just a structure of the shape of the complete track. Maybe that could cause the trouble?

Regards, Sebastian

2. actually this is an intentional &#39;feature&#39; of ofp. Look at the
wheels on the abrams, they wobble like crazy. now notice
the two drive wheels that aren&#39;t touching the ground, they
don&#39;t wobble at all. this is because there are two different
kinds of tank wheels in ofp, and you can decide which to
use in the config.

3. Tanks whel =kolP1,Etc
car wheel =levy predni ,Etc

Im sure you know this,but I dont see how this problem has come about.Ive never seen this.Maybe if you send me just the track in a Mlod .p3d,I would be glad to see if I can help come up with a solution.Mail it to me if you want at

4. Same problem here...
I have an APC model with two versions of the wheels, one just a simple cylinder, the other a cylinder with beveled edges. (for different detail levels) The simple version rotates around it&#39;s center as it should do. But the beveled version won&#39;t work correctly, i can&#39;t find a way to make it rotate around it&#39;s center, although i&#39;ve tried redefining it in several ways, always the same result.
Any ideas what the problem might be or how to solve that?

5. Can&#39;t you just move the texture mapping slightly so that
the center of the texture is at the same point as the center
of rotation?

6. The wheel is a cylinder as i said, so what ever the texture positioning is, the wheel will be whacky anyway... I wonder how the center of rotation is calculated, the wheel is perfectly symmetric and therefor should be rotating around it&#39;s center.

7. Is the beveling even? If you copy and paste the wheel,
then do Shift-D to merge all the points, does the resulting
vertex appear to be in the middle?

I can&#39;t think that the OFP engine does anything other than
the center-of-mass of the vertices in the selection - it
doesn&#39;t have any other information to work with, does it?

8. You sure it isnt your Textures? I have no problems with wonky wheels because the textures on the Wheels were made to be 100% accurate. Try a simple test to see if it is your textures by drawing a cross (With both lines going through the same pixel) Then place it on your model and now see if it goes round wonky

Originally Posted by [b
Quote[/b] ]Tanks whel =kolP1,Etc
car wheel =levy predni ,Etc
Make sure the 2 end cogs are called kolP1 - 2 for the right side and kolL1 - 2 for the left side then name the wheels KoloL1 to how many you got for left side and koloP1 to how many you have for right side

9. I have the answer .

Make sure that your wheels do not overlap the tracks

Thats it &#33; Simple eh ? ***

(sorry for the late reply )

10. i had a similar problem and i think it was caused by hidden selections as i was using 1 p3d for 3 different versions of the vehicle. Try to select the flat part of the track (only the part that is supposed to stay on the ground), hit SHIFT + E (vertex prop.) and select the one inherent to fence objects (i don&#39;t remember the exact name, i don&#39;t have o2 here, but you should find it).

lol ... i&#39;ve just saw the date of this post

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