#enfusion_physics

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ancient field
high sparrow
daring rapids
elfin compass
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shouldn't the raycast wheel be colliding with that object if it has collision?

craggy tendon
# elfin compass shouldn't the raycast wheel be colliding with that object if it has collision?

there is only 1 ray cast from center of wheel downwards, which leads to unsatisfying and weird effects when colliding with small geometry. For terrain (rolling landscapes) its sufficient, but not for detailed interaction with other collision geometry. If the wheel touches with another part than the bottom most point, it just phases through until center is directly above it, and then the wheel pops up immediately

ancient field
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So if it is only projecting a single ray downwards you will never be able to roll over things smoothly where the front of the tire could engage before the bottom (more raycasts or volumetric colliders allow you to climb over steeper objects and react better to small geometry)

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This is a circle wheel collider ^^

sullen falcon
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I want this object to fall down if a car hits it. What should i do ?

elfin compass
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per chance is the raycasting locked to one or is it possible to have say, two additional rays located a bit further out?

ancient field
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No way to modify any of that, its all in the engine source

thorny osprey
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why would they choose a inferior system?

ancient field
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Probably time constraints

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I'm sure eventually they will make it more advanced.

ruby shadow
sullen falcon
ruby shadow
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it has a collider and all right?

sullen falcon
ruby shadow
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I don't understand why would it disappear 😦

sullen falcon
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:/

ruby shadow
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is your entity set to static?

sullen falcon
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no

ruby shadow
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i mean in the entity not in the rigidbody parameters

sullen falcon
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where is it

ruby shadow
sullen falcon
ruby shadow
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havent experienced this yet so not sure what's going on there 😦 sorry

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if it's setup exactly the same like other props you can push around then it might be some bug :S

sullen falcon
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do you know any prop that falls down when you hit it

ruby shadow
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I remember the small military tents move around when I crash into them with a vehicle

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{01AE5FD77A9A4C21}Prefabs/Structures/Military/Camps/TentSmallUS_01/TentSmallUS_01.et

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this one

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for example

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so maybe try copying settings from it

tight remnant
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also wooden crate should react quite nicely to vehicles

ruby shadow
sullen falcon
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I did the exact things and it worked.

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What I just need was the "SCR_DestructionMultiphaseComponent"

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Thanks man.

ruby shadow
ancient field
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Is there anyway to decrease how forceful the physics engine resolves collisions? I've tried playing with the restitution value in my physics material with no luck, I actually haven't noticed a single difference between 0 and 1. (0 should be perfectly inelastic and 1 being perfectly elastic) Trying to create trains that behave realistically in how they realign the wheels to make a corner. It behaves as expected but with some caveats where it starts jumping vertically for what I assume is a collision resolution. https://www.youtube.com/watch?v=LIbnxpwQhps

I tried playing with my project physics iterations which helped only a very small amount, I maxed it out to 60 iterations in the video above. I've also tried a combination of 60 iterations and 240 ticks, no luck.

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I've also tried playing with the different response indexes for different types of momentum but that hasn't helped either

thorny osprey
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are you really trying to make trains work in that fashion? or just meshing around ?

ancient field
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started out as messing around, if I can resolve the jumping then I'd like to make something more fleshed out using this method

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I could always script a method to fake it, but it'd be pretty awesome to have it work true to life πŸ˜›

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I've also tried a method with geometry blocks attached to a vehicle and have a similar issue with the collisions being wayy too strong and causing the car to just jerk back and forth and lose a ton of momentum. (disabled lateral friction as well so it wasn't a tire issue)

thorny osprey
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well to be honest I dont think you are ever gonna get a train to work using this method, I remember in gmod you can make trains like this but it was also rough to say the least. the guy who made the arma 3 mod for fast roping ,towing and what not made one for trains maybe you should ask him how its done.

ancient field
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I've done it in arma 3 πŸ™‚ It definitely works, but only if you can tune the physics to allow it

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I will look into scripted options though, not the end of the world to do it that way

ruby shadow
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I would only make the train react to physics of the track when it derails, otherwise just follow a spline

high sparrow
# ancient field Is there anyway to decrease how forceful the physics engine resolves collisions?...

There is so much that can go wrong, I don't even know where to start.

The restitution: you can check if it works simply by just letting go a sphere on the ground from sufficient height and see how it bounces of with various settings. There is one unfortunate detail: if you change properties of physics material, you have to restart workbench for changes to take effect.

Jumping on the rails can be also caused simply by its geometry. How is it represented? Are all normal vectors correctly smoothed across the surface? The same applies to the "wheels" as well.

Also how far are you from world origin?

Nevertheless it is interesting test-case for physics engine πŸ‘ Will thing about it when testing features.

ancient field
# high sparrow There is so much that can go wrong, I don't even know where to start. The resti...

Ah I wasn't aware of needing to restart the workbench, that could explain why I didn't see any changes with restitution.

Normal vectors for each face are pointing radially outward from their respective face in this case, it is a cylinder with one end scaled down so normal vector will actually be pointing a bit outwards as well. I've also tried an "L" shape where the normal vector of the rail and train are directly opposite each other with no significant change in jumpiness.

I am near world origin, within 500m.

high sparrow
ancient field
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Vertex count hasn't helped either since the cylinder isn't actually rotating. The same face is always in contact with the rail

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I agree as well, this is definitely not the ideal way to do it. But definitely should be doable, and more of a I want to do it sort of thing

high sparrow
ancient field
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frictionless surface with force added to CG in local forward direction (+z)

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The "wheels" aren't wheels at all. They are just there to guide the body back to the center of the track

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They could be wedge shaped and do the same thing

high sparrow
ancient field
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In this case rolling vs not rolling means nothing. In the real world rolling is what provides the ability to accelerate the entire body. In video game we can apply any fictitious force we want to achieve acceleration of the body. I will try it though.

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If anything rolling may add even more vertical jumpiness, at least my intuition says so

ancient field
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Wow interesting, I stand corrected.

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Rolling cylinder does WAY better with very little jumpiness. Changed my script to apply a torque instead as well

stone parcel
vocal lintel
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omg I absolutely love it, recently tried to switch my pc to win xp sounds

ruby shadow
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why do vehicles go uphill faster in reverse?

tight remnant
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reverse gear have quite often higher ratios than first gear

ruby shadow
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and on the other hand moving uphill forward seems to be much slower than it should

tight remnant
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higher gear ratio helps with going uphil

ruby shadow
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but when I drive it I never get high RPMs in the lower gears, and eventually stall if it's very very steep

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nvm all that, now it works fine, it seems it was all in my head, just stalled once because of a gear change, sorry

fiery ermine
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Hey, does anyone know a solution to prevent vdm?

thorny osprey
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vdm?

fiery ermine
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running over players with vehicles

onyx hatch
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just don’t run them over

mortal osprey
inland citrus
timber flame
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Is there some way to get the vehicle clutch to function like a real clutch instead of a game clutch? i.e. when the car is in gear and the engine ticking over the vehicle would forward without control input.

ruby shadow
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can we bind collision events to scripts? run a script on collision?

unique lantern
high sparrow
ancient field
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What causes an object to fall through terrain? I've tried a ton of layer masks and presets without success. I can walk into the object and collide with it if I remove gravity, but if it has gravity it falls through the terrain

ancient field
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update: seems it doesnt like my triangle mesh for a collider. switched to a box collider and it worked

ruby shadow
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any clue how can I cancel a running trace move?

dim pebble
ruby shadow
ruby shadow
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are explosion area effects just raycasts against firegeometry?

royal pier
blazing pawn
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Why do the "Destroy Spawn Objects" (from SCR_DestructionMultiPhaseComponent) not spawn in MP on a dynamic rigidbody entity?
Did not find id = 0x40000029 item = @"ENTITY:25" ('Tree','Assets/Vegetation/Tree/Pinus_Sylvestris/Dst/t_pinus_sylvestris_2f_dst_base.xob') at <95.311005 0.980000 137.380005> in Spatial Map at < 0; 0>

ruby shadow
blazing pawn
slim zodiac
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Hey there,

Is anyone aware of a method of locking/freezing an axis of a rigid body? Basically I want to force a rigidbody to always be upright

blazing pawn
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Why is my custom model not colliding with the terrain? Same layer as eg. a bottle (PropFireView) but only my model is falling through the ground 😦

blazing pawn
ancient field
ancient field
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Yeah, try something else like convex

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UCX

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In blender there is a button to automatically make a shape convex as well

blazing pawn
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Oh wow UCX just worked, thank you! πŸ˜„

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Time to write a bug report πŸ˜†

ancient field
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I'm not sure if its a bug. I believe somewhere on the wiki it might say why, or it is a bug and I am wrong. I forgot 😦

blazing pawn
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πŸ™ƒ

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Well now I know xD

stone parcel
slim zodiac
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Thanks!!

ruby shadow
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how do I make a shell bounce duckcry

slim zodiac
ancient field
ruby shadow
high sparrow
ruby shadow
ruby shadow
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are some kind of rope physics planned for the future?

high sparrow
ruby shadow
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fair

timber flame
# ancient field There are in the physics materials; butttt I haven't gotten it to work

It works fine to me. E.g. I put down a sphere collider with 0.5 friction and 0.88 restitution (coefficients from studies of footballs), and I have a functioning football, can dribble it around a bit or throw it and it behaves in a remarkably realistic manner. Maybe you made the same mistake as me at first; the MPTest terrain is made of sand which has 0.05 restitution so things don't bounce on it. Also you must restart Workbench after changing physmat properties to see changes.

ancient field
odd seal
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Damn I hate the way Enfusion handles ragdolls.

ruby shadow
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is there an explosion effect / damage type combo that can move vehicles but not move characters as much?

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can a projectile produce the same effect that ramming something with a truck would?

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physics wise

peak pike
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Good question also I think bullets are not manipulatable any more(were in arma 3)

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With scripting you should be able to get the transform, just like ragdolls do, they push the body based on impact transform, but I think you may have to manually do this

stone parcel
peak pike
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What about the OnDamage events for HitZones?
Isn't that a way to get hit position for vehicle?

unique lantern
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Yes you can get the impact positions and normals like this via OnDamage. But not sure how you would go from there scripted

vague ether
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is anyone working on a Multi Raycast Wheel collider system ? the Single Raycast we have rn is so bad.

peak pike
ruby shadow
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how do I make EOnContact fire when colliding with things like buildings?

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hope its just layer presets

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... even though the thing does collide

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just doesn't fire the event

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is there a layer preset that collides with buildings + terrain + entities and allows me to have user actions?

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its a grenade, and there is a layerpreset in the grenade move component

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but... it doesnt fire my EOnContact

peak pike
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Do you mean like when a grenade hits a wall or the ground and makes a sound like *clink clank*

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Do you have the event mask set for the entity u want the EOnContact to fire on?

SetEventMask(EntityEvent.CONTACT);
blissful pasture
#

is dayz fully enfusion now?

stone parcel
patent grove
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Hello everyone, I just created an object (sewer) but while doing my test the navmesh does not want to enter my sewer (photo). compared to a vanilla house

ruby shadow
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you have navmesh generation controls

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so you can tweak how close/far to/from walls it goes

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also this is physics channel

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I think for your sewer you can regenerate only relevant tiles with different settings?

patent grove
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walkable raidus work

ruby shadow
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can I mash multiple rigidbodies together with joints to make a horrible rope physics thing?

timber flame
high sparrow
ruby shadow
random acorn
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Hi, I know ARMA 3, and one aspect that is definitely problematic when using tanks is the immovable stone fences; in real life boulders are dangerous at high speed, however stone fences can be destroyed by a MBT, and is not believable it will full stop it from 70km/h. is there any plan to improve this?

ruby shadow
random acorn
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ah ty, good to know

ruby shadow
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but what I do know is that if your vehicle is heavy enough you can drive through some walls, including buildings

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it's a great feeling when an enemy squad is defending a building and you just drive the back of your truck into it through the wall and attack them

random acorn
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any plan to add MBT in reforger?

ruby shadow
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didn't see any tracked vehicles in the roadmap

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unfortunately the worst thing about 0.9.7 is you can't stack BTRs anymore

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rip btr stacking

narrow night
random acorn
amber mason
# ruby shadow

Do they actually float now? i know they used to but they've seemed to decide to stop actually working

ruby shadow
amber mason
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I seee, That makes sense actually. I hope it gets fixed it was a fun little thing to have in the arsenal when Gm'ing. Thank you bacon

muted sail
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Can I use enfusion engine to create fixed wings?

timber flame
ruby shadow
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how do I stop my vehicle from slowing down rapidly when turning?

thorny osprey
fleet zenith
coral summit
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Taken from the car creation guide

ruby shadow
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perhaps that was it thanks

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also, how do I apply physics force to ragdolls?

paper oar
ruby shadow
unique lantern
ruby shadow
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I know you can set ragdoll to inactive but honestly haven't tried

lavish lion
ruby shadow
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There seems to be something happening to the ragdoll where after some time not moving it becomes inactive, is there a way to selectively extend or disable this timer?

lavish lion
ruby shadow
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Perfect, thanks

unique lantern
lavish lion
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There is no way to just activate the ragdoll, you need to go through unconscious state

unique lantern
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owner and not authority?

ruby shadow
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I was able to activate ragdoll by creating it against a character entity and setting it to active

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Though maybe I created a new one but it sure did work

lavish lion
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Yes of course you can create your own ragdoll by using PhysicsRagdoll::CreateRagdoll but you will need to do the work yourself, I mean, matching bones position, synchronisation ect ect. But if you use CreateRagdoll function, you should be able to do it on any entity and not only characters

lavish lion
ruby shadow
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is ragdoll, grenade, vehicle the only thing with synchronized physics in multiplayer? as opposed to things like props

cobalt gate
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Hi i imported a fbx model one more time but this time the body isnt rigid and doesnt work when i put the rigid body component and configured that one like a rock of the map for example... idk why some help?

coral summit
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As a theoretical question; Is it possible to add artificial weight to vehicles ? So they're top-heavy and easily tip over ? I've just had an idea in my head recently that involves it.

high sparrow
coral summit
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Oh I see, thank you! meowheart

regal sable
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There is also a 'Center Of Mass' property on RigidBody component on vehicle prefab

timber flame
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Anyone implmeneted a motocycle in a game before? Thinking about how to stop the bike falling over and drive fun e.g. Apply torque on Y axis, or a weight-shifting control system.

tight remnant
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in a3 it was typically done by making 4 wheels

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personally I did setup with 6 wheels - 2 wheels very close to each other on front & rear axle + 2 small wheels in the middle of bike for proper weight balancing

steel rivet
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I imagine you just put wheels on the sides like training wheels

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Just give them a lot of suspension movement

tight remnant
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some of the games and mods are also faking weight shifting/tilting by animating whole motorcycle with some proc animation

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and usually this is the easiest solution

timber flame
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hmmm ok; will experiment with extra wheels and see if it's fun.

regal sable
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I wonder if it's possible just to recreate the real motorcycle with two wheels and hope it will self-stabilize it? πŸ˜„

timber flame
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Just tried with extra wheels and whilst it works, I'm not really satisfied with the result.

regal sable
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irl bike gets stabilization from the fact that front wheel is free to steer however it wishes

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so I wonder if you can let it do so, or does it rather lock steering to the angle dictated by steering inputs

timber flame
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I'm going to go play some other games with Motocycles, get a feel for the handling and try and reason about how it works and why it's fun.

regal sable
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I can only remember cyberpunk and there it's unrealistic πŸ˜„ he steers it like a car and doesn't lean at all πŸ˜„ GTA V felt better in a way.

thorny osprey
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wut? you barely steer the wheel after a certain speed

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its mostly leaning your body. its only when you are really slow do you actually make some meaningful steering inputs, probably the only exception to this is with a sidecar

regal sable
high sparrow
unique lantern
high sparrow
unique lantern
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You can add some leaning etc via animations maybe. So physics is detached from what it looks like.

coral summit
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Maybe self-stabilization could be achieved by dynamically changing the location of center of mass depending on the rotation change by which side the bike is tilting.

coral summit
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But are two-wheeled vehicles completely out of the picture ? Will the engine liturally not let you import a vehicle if it doesn't have more than 4 tires ?

high sparrow
coral summit
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Gotcha, thanks! meowheart

timber flame
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Two wheels in the same position works like one wheel. e.g. with the sidecar is actually 6.

ancient field
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You can also do self stabilization by calculating the angular momentum vector for each wheel and applying it correctly, which should produce self stabilizing behavior. For leaning you then add another torque that you could scale appropriately with steering input

teal relic
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How would I go about slowing down the bullet speed and changing its velocity?

ruby shadow
ruby shadow
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is there some docs for destruction multi phase component?

ruby shadow
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also, when a vehicle is going at a high speed and an explosion happens under it, it doesn't take any damage, even though the damage speed is set to 0 which is instant, is this a bug?

ruby shadow
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when this happens I see this in the log and the vehicle takes 0 damage:

UpdateEntities
 WORLD        : PostFrame
  WEAPON    (D): Damage was precomputed
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when the vehicle takes damage I see the individual hitzones in the log after the above line

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I even see the trace lines with little red spheres at the end but no damage applied to vehicle

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also I'm sorry if this is not the right channel for this

dawn cedar
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That's weird. Even if the speed wasn't instant they should still be taking damage anyways. The only thing I can think of is the damage reduction from the hitzones being too big. Thanks for the report.

ruby shadow
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if you'd like to test it, this happens when you drive over a "AT mine" from the Game Master FX mod at a relatively high speed, though now I've implemented a galaxy brain workaround where I force the vehicle to be on fire every time (still doesnt take damage, but at least the mine does something)

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but when driven over at low speed then it has no problem sending the hummvee into space

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here's a comparison, recorded in different places though (but I verified terrain surface angle and stuff doesn't matter), I added the set on fire thing after those tests

sonic shoal
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How can i make explosion center be upper?

ruby shadow
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is the charge's origin under the car?

sonic shoal
ruby shadow
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is a client on a server aware of the angular velocity of a vehicle driven by someone else?

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as in is that computed or is it passed to movement interpolation?

woven vessel
ruby shadow
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thank you I guess this is why my hind turret stabilization script didn't work on a client πŸ˜„

rustic harbor
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Connecting 3 objects with a ball socket

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Doing the same with fixed joint.

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the inputs are the same for both classes, but the ballsocket is adding an offset for no apparent reason.

rustic harbor
steel rivet
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Fruit by the foot

uneven root
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Mmmmm rope physics

muted sail
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:D,

elfin kraken
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When I add a pocket to the vest, it sticks to the floor. What can I do

fringe swallow
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Or just the position set in the vest check the offset

elfin kraken
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I have adjusted the offsets but am I missing something in this right menu?

slow fossil
rotund atlas
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If it is skinned and you imported the bones etc on it, you will need to share shots of your settings etc.

elfin kraken
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The game's own pocket model falls to the ground. It works normally, when I add a new slot or change the place with the start slot, it falls to the ground.

blazing pawn
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Where / How is the projectile collision calculated? I see no rigidbody on them and EOnTouch/EOnContact is not being triggered by them or the entity they are colliding with πŸ€”

woven vessel
blazing pawn
ruby shadow
blazing pawn
# ruby shadow maybe you could describe what are you trying to do?

Im trying to make a one way projectile collider. So one way it goes through and if it comes from the other way it will collide.
PhysicsBlock on the projectile and the collider is not working and its not registering the projectile hitting my collider in EOnTouch/EOnContact.

ruby shadow
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I guess you have the physics flags set already?

blazing pawn
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Yes, it works for vehicles

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Maybe I can teleport the projectile to the other side before colliding or spawning a new one on the other side after colliding

woven vessel
blazing pawn
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So there is no way of manually stopping a projectile colliding then. You can only see the damage it dealt on a HitZone.

lime salmon
ancient field
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Few questions:

  • Do vehicles not use the rigidbody class? Modifying "use gravity" has no effect (I remember this was working previously but for some reason is no longer working), and adding a force to the vehicle every simulation frame has no effect.
  • What does Response Index change and how important is it to select a correct type?
ruby shadow
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hmm adding force did work for me with vehicles

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while turning off gravity did nothing, setting mass to 0 did turn off gravity

ancient field
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hmm, wonder what I did wrong. I have a component and in onsimulate I add a force. it works for a regular rigidbody object, but not a vehicle

blazing pawn
ruby shadow
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how reliable are projectile collisions at super high speeds? ie. projectile speed 10000

ancient field
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I added a check if the object is below terrain every frame then it collided and teleport it to the terrain height and explode it

buoyant compass
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is it possible to stop a door from opening with something that stay in front of it like a table or something like it?

lavish root
buoyant compass
lavish root
buoyant compass
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and the prop dont colide with the door

remote flame
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I don't know if this has been reported but I think there's a game engine bug with prefabbed slots. I have a wing which extends my base vehicle in length, when I attach it to a slot, I can collide with it with my character, as I can walk on it, I can collide with other vehicles, but I can not collide with terrain or building objects. I drive through these as if my wing is not registering the colliders but everything else is.

steel rivet
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You just have to have the collider on the base prefab

dawn cedar
timber flame
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PHYSICS (W): *HUGE* collision test against terrain. Is it possible to disable this warning? HUGE collision tests against terrain is exactly what I want to be doing.

ruby shadow
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no, it is not possible to disable the warning

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I was playing with multiple prefabs on a vehicle with their own collision the other day, and it seems like only the main meshobject collider of a vehicle can stop the vehicle from moving, is there something I did wrong? I attached some stuff in the slot manager component -- though the BTR turret also doesn't collide in a way that affects the vehicle

ruby shadow
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does applytorque work?

dark iris
ruby shadow
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no I mean regardless of what I put in applytorque, nothing happens to my rb

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hence I'm asking if it works

ancient field
# ruby shadow no I mean regardless of what I put in applytorque, nothing happens to my rb

This works for me:

class TorqueTestComponentClass: ScriptComponentClass {}

class TorqueTestComponent: ScriptComponent
{
    [Attribute()]
    vector m_Torque;
    
    override void EOnInit(IEntity owner)
    {
        super.EOnInit(owner);
    }
    
    override void EOnSimulate(IEntity owner, float timeSlice)
    {
        super.EOnSimulate(owner, timeSlice);
        
        owner.GetPhysics().ApplyTorque(m_Torque);
    }
    
    override void OnPostInit(IEntity owner)
    {
        super.OnPostInit(owner);
        SetEventMask(owner, EntityEvent.INIT | EntityEvent.SIMULATE);
        owner.SetFlags(EntityFlags.ACTIVE, true);
    }
}```
ruby shadow
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maybe it doesn't work on a vehicle?

ruby shadow
ancient field
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I was trying to add force to a vehicle the other day and couldnt get it to work

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That torque test component I wrote yesterday I tested on a prop

ruby shadow
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applyimpulse works

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that's why I'm confused

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I need to use something like applytorque for my vehicle because if I use set angles then it breaks all collision

ruby shadow
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alternatively a way to retain collisions when using set velocity and set angles would also be pretty cool, without phasing into terrain and stuff (but it might be impossible since I am overriding velocity)

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I also wonder if phasing into things is caused by a surface material of the collider and how I could set it up to bounce off of everything

remote flame
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Is there a material physics I can use to prevent water from coming though?

ruby shadow
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there's no water volume simulation so I don't think so

remote flame
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I spent like all day yesterday playing around with colliders and materials, should of just asked and got my answer 🀣 Hopefully this gets added to the engine at some point, especially when official boats are out

timber flame
timber flame
ruby shadow
#

does xbox have like, more gravity or something? my controllable entity cant ascend on xbox but can on pc

true linden
ruby shadow
ruby shadow
ancient field
#

*59.4, I love the specifics

ruby shadow
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yep, that magically brought all the things to how they worked when I tested them with 60 fps

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of course initially I tried 60, then 59... but it was too high

ruby shadow
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ok next problem, collider is unreliable, can phase through terrain

ancient field
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Layer setting, but not sure which one

ruby shadow
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I can't phase through vehicles but can through terrain and buildings at high speed

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so the collisions work for the last two cases but only at slow speed

peak pike
#

It also didn't happen 100% of the time, but definitely does happen A LOT

ruby shadow
ruby shadow
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note I am using applyimpulse to move the object

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switched to UCX and seems better

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now I need twice as much speed to phase through things

stone parcel
ruby shadow
stone parcel
#

and set your params accordingly

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You can change the state at runtime as well

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So in certain scenarios, certain settings might be better than others

ruby shadow
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oh I thought just making the sphere not 0 enables it

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also, do the physical material settings work correctly? I wanted to try making the thing bouncy like a rubber ball

stone parcel
ruby shadow
#

oooooh

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now I no longer phase through the door, thanks!

ruby shadow
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it appears setting restitution to 100 does not make me launch into the stratosphere, though

ruby shadow
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perhaps, I kinda expected gmod physics to happen

remote flame
#

I am using a front wing prefab slot which extends the vehicle so I need to use the physics from the wing as its destructible. I have manged to get a decent set up with the destruction, just one issue left, I cannot collide with terrain buildings/objects. I can even walk on the collider. Anything more I can do?

ruby shadow
#

I think you would have to uncheck Disable physics in the slot where you have the wing but that just makes it collide with parent and parent will damage it

remote flame
#

Yeah that's exactly what happens

ruby shadow
remote flame
#

Turns into a bouncing mess when I do that. I can add the collider for the front wing back into the main model but if the front wing is gone, the physics will still be there

#

There is a deactivate physics on attaching which is unchecked which should mean, the vehicle simple collider/Complex should interacted with the terrain

remote flame
#

Just ran a test on the Ural with the slotted prefab for the canvas, that also does not collide with the terrain

stone parcel
steel rivet
#

slotted entities dont interact with terrain

remote flame
#

In the case of a slotted entity extending the length of the vehicle, you would have thought the physics set in the slot would apply. In this case, I want vehicle preset

ruby shadow
#

what should I do to my rigidbody when I give and take ownership to/from a network client? I think gravity of the rigidbody being simulated in places that arent controlling it makes the movement jitter a bit when looking at it at a different client

remote flame
#

@stone parcel so the vehicle its self interacts with the terrain, the slotted prefab does not even though this was given the vehicle layer

true linden
remote flame
#

@true linden yeah thats a good shout , they use triangle mesh colliders and hitzone containercompact in the prefab. I will give that a go I guess

rustic harbor
#

@remote flame Just attach one of the uaz wheels to your vehicle and see if it collides terrain

remote flame
#

Well I have set it up and its doing the same thing @rustic harbor its working to a certain extent. I can sometimes lose the wing by crashing into the terrain that's good, but its still going through the wing. The wheel radius is set in the vehicle wheeled sim so I am sure thats what is giving it the physics and not the actual set up in the prefab. You would have thought adding the vehicle layer in a collider should be enough for even a slotted entity to apply the correct physics.

ruby shadow
#

The problem seems to be that you cant disable physics only vs parent but keep everything else?

steel rivet
lavish lion
ruby shadow
#

like lets say I control my entity but your game tries to simulate it anyway, it kinda looks like this is what was happening

lavish lion
ruby shadow
#

nice, accidentally did something the right way

ruby shadow
#

it needs some work

steep sparrow
#

huge potential

flat violet
ruby shadow
flat violet
#

which one?

ruby shadow
#

it says base in the name of the component

flat violet
#

? destruction base?

ruby shadow
#

yea that one

#

no need for multi phase if there's no phases

flat violet
#

oh, nice

#

why is it gray? does game think that this scipt is outdated?

ruby shadow
#

there may be something in your entity that cant be used with it?

flat violet
#

hmm, yea probably, im trying to add it to ERA block from t14

autumn trout
#

How do I get my armor to actually have bullet collision. I've set the rigidbody component to firegeo and set the materials on the colliders but they still don't have fire collision and for some reason the colliders don't even animate with the visual geometry even though they're a UTM duplicate with the same rigging.

#

Here's an example of the lack of collision

autumn trout
#

I figured out the collision issue but I'm at a loss with the collider animation issue.

blissful pasture
ruby shadow
mental yoke
#

how can you force clothing to stick to a body mine kinda just fly around πŸ˜›

ancient field
ancient field
#

Is there anyway to apply force to an entity with VehicleWheeledSimulation? ApplyForceAt is ignored when called in EOnSimulate with that component

ruby shadow
ancient field
#

Id really like to use the wheels of wheeled sim with custom physics on top

woven vessel
#

Forces are cleared every time wheeled simulates, that's why you can't apply impulses to it. It will not stay like this forever (but it's also not my call πŸ˜„ ).

ruby shadow
#

yeah I basically have a wheeled simulation component and I apply the impulse in EOnFrame and it works

ancient field
ancient field
#

When should you use an impulse vs a force? Also whats the difference between applying an impulse and directly modifying the velocity vector?

ancient field
#

Also is it possible to GET the inertia tensor? There is a method for setting it, but I can't find one for reading it

timber flame
ancient field
#

Just a prop for example

timber flame
ancient field
#

Should these work? I've tried to modify them but don't notice any change

#

Specifically iterations and ticks

timber flame
# ancient field

I think all of the configs in this menu are loaded before any mods, so chaning the values wont work in any of them.

stone parcel
stone parcel
ancient field
stone parcel
#

You have to be specific

ancient field
#

πŸ˜› I'll probably just experiment for now and then test on my xbox when it comes time.

umbral hornet
#

Where do i tweak the center of mass? My TGB40 is very prone to tip over

ancient field
umbral hornet
#

Could you do a printscreen?

tight remnant
#

You can create COM_Vehicle empty object in Blender do define center of mass

umbral hornet
#

Ahh

#

Perfect, thanks

thorny osprey
#

What could be the reason that im barely getting any steering? πŸ™‚

#

IΒ΄ve copied the ural prefab, so nothing really changed atm except the modelfile

#

So im thinking colliders?

ruby shadow
#

like the car doesnt turn? did you assign wheels correctly?

thorny osprey
#

No i did not πŸ™‚

#

fixed just a sec ago

ancient field
steel rivet
#

Can you just ragdoll the player when they contact the vehicle while it is moving?

ancient field
#

Yes, that could be a work around if this isn't an issue on my end

ruby shadow
#

dude changed his name and I was wondering for two full minutes how he got access to Plato's A10 before release

thorny osprey
#

this one has cute profile pic so I will allow it

tired monolith
#

So when I import a model with bones, skinning, colliders, and all of that stuff showing up properly, how, and I add it to the β€œmesh object” of a prefab base like the APC prefab base, how do I keep it from hair falling through the map when I try to spawn it in GM???

#

I’m doing something wrong in either blender or in the import settings. I can’t figure it out and I’ve tried a lot of stuff.

ruby shadow
#

so eoncontact wont fire for when player capsule bonks an object right? since player capsule is not actually a physics object

#

any alternatives?

tired monolith
#

So basically when I import my mesh and object into the game and I label it with UTM and I try to set up the collision using the blender tools it doesn’t work when I add it to a prefab and try spawning it in GM. All it does is fall through the floor. I am very new to this so I don’t know how everything works exactly and I’ve been trying for the last few days to get it to work. I I’ve tried relabeling it and exporting skinning and setting up as simple Box collider and everything I can possibly think of to get it to actually work. When I set up a vehicle prefab and put my model as the mesh object it just clips through everything and falls through the map.

ancient crag
#

when you look at the .xob in the tools under the collider menu do they show up as having been added with no warning symbol?

tired monolith
#

Yes. I believe so

#

However they just don’t interact at all with anything when I try to slap it onto a vehicle prefab.

#

I’m basically using one massive UTM collider to just see how to get them to work. I’ve also tried using just one big simple box as a collider and neither of them want to interact with anything.

tight remnant
#

Can you post screenshot from workbench showing thy collider?

#

What is parent prefab of your vehicle prefab?

tired monolith
#

these are the 2 different sets of colliders I have attempted to use. keep in mind I have messed around and tried setting up the layers differently and setting the materials in blender but that didnt work.

#

The parent prefab I have been using is the β€œWheeled_APC_Base”

lost ferry
tired monolith
tight remnant
#

your UBX_hull has wrong game mat. You could perhaps use UCX instead of UBX to see if it making a change

#

other than that, it could be also caused because of missing wheels configuration

crude trail
tired monolith
#

Don’t download it because I’m only uploading it to test minor changes.

ruby shadow
#

so when are we getting voronoi fracture?

ancient field
blissful lotus
#

How would I go about making a hanging lamp swing when hit by a bullet?

rustic harbor
#

@blissful lotus attach it to whatever it's "hanging" from with a physics joint

ancient field
#

What does the VehicleWheeledSimulation solver update rate get used for? I'm thinking its for increased accuracy on suspension components to reduce over-compensation between frames, but unsure.

knotty moss
#

Hello si I'm trying to get my firegeo to show up on the player but doesn't seem like it's working I've done this with helmets as you can see I child the firegro to spine5 and nothing happens it shows up in the xob format but not in the game any ideas

tight remnant
knotty moss
#

Sorry I fixed this but thanks for the help πŸ˜„

coral summit
#

Is it possible to exert force onto a vehicle to push it into a direction upon an action ?

plain gale
#

How about Physics.ApplyForce?

coral summit
#

Oh yeah, that does seem like it. Just wanted to know if it's possible, I have an idea regarding it. Thanks. meowawww

unique lantern
coral summit
#

The short impulse would be better in that case. I just thought it would be interesting to try for tanks, to have them recoil with such a push when firing. thinking_pikachu

unique lantern
#

oh you mean like when a vehicle fires its heavy turret guns?

steel rivet
#

I think bacon had a mod that did that but it did not work because it was before servers controlled vehicles

coral summit
#

Anyway, just wanted to know if it'd work since I had the idea for a while

ancient field
#

ApplyForce is equally as valid.

vector myForce = β€œ100 0 0”;

physics.ApplyForce(myForce);
physics.ApplyImpulse(myForce * timeSlice);

I believe these two statements are equivalent

#

Here is an actual detail of impulse vs force for bullet physics

ruby shadow
#

it should work better now, as you can apply the physics serverside and it just works

lavish lion
#

You should still apply on both driver and server to not have any desync. Otherwise the driver will see his vehicle teleport on the client, if you apply it only on the server

ruby shadow
#

right

coral summit
#

Are cloth physics doable in Enfusion ?

rustic harbor
#

@coral summit doubtful as the flags use proc animations iirc

#

Well sorry, didn't really answer your question. Doable as in can the engine support it? Probably so. Currently no though. But you could maybe get by with the shader the leaves use to emulate the wind blowing the fabric at least

#

Also never know what the fur stuff is going to include. It may include some stuff involving wind as well, making it another viable option, maybe.

coral summit
#

It would make some stuff easier, but yeah I suppose it'd have to be animated in a software

rustic harbor
#

Morphs would probably work great for that. If we had the walking animation in blender, we could morph depending on animation frame

coral summit
#

I do have a general idea how it could be achieved to look like it's actual physics, but I'm not sure if it's even possible that way

vagrant bramble
#

I'm struggling with making GL-launched parachute flares. I have the 'magazine' for the UGL working fine. It has a TimerTriggerComponent set to SpawnPrefabEffect. That Prefab is my flare candle and dynamic light. Unfortunately I can't get the 'candle' to fall at increased drag or reduce gravity. My guess is it needs to be a submunition, but using it as a submunition effect makes it immediately shoot to the center of the earth. What gives?

ancient field
#

I'm having a hard time trying to get two vehicles connected via a 6DOFJoint to behave appropriately with server authorative vehicles. I've tried playing with network tolerances but can't get much to work correctly. I've ensured that the owner of the two vehicles is the same player and the owner of the vehicles is simulating the joint locally. I've also tried simulating the joint on the authority in addition to the client with no luck. Any suggestions?

#

Should I abandon hope of this working for now? Should I switch back to client authorative vehicles for this application?

peak pike
#

You have to run the adjustments on all clients

#

And server

#

I don't know the specifics, but I tested some things with SAV||server authorative vehicles|| and it works okay if I call it from the server and execute on all clients

#

I don't know about joints, but for modifying the vehicle parameters. That works okay

ancient field
peak pike
#

Everything simulates the vehicle, but ONLY server simulation is syncronized

#

Server sends server data, clients use it to correct errors.

lavish lion
peak pike
#

Oh, I see, my bad, I was wrong
Good to know, this kind-of makes things easier for adding new features related to cars.

ruby shadow
#

so my projectile has explosion impulse that pushes physics objects around but it doesnt throw characters around

#

or rather the warhead

#

so I wonder if this is even supposed to work or not

ruby shadow
#

it seems like vehicles are pushed around with explosion impulse multiplier whereas ragdolls are pushed around with explosion damage values

ancient field
fringe swallow
#

hi is it possible to walk on a floating object in water ?

timber flame
fringe swallow
timber flame
fringe swallow
#

Thanks that's what I thought

rustic harbor
# fringe swallow Nice and did you know about vehicle

Floating vs driving. If floating yes. If driving no. As in we can't link characters to to the local space of vehicles and have them walk around. Though @stone parcel said it was possible but not very intuitive. I've done numerous tests and still haven't gotten it to work correctly.

fringe swallow
#

In fact it’s for driving vehicles on moving plateform

#

And park them too

rustic harbor
#

Iirc that's possible atm. I don't recall if I had to do some hacky stuff or not though

royal pier
rustic harbor
ruby shadow
rustic harbor
#

Not sure. I tried everything I could think of to try to get AddChild to work with players to vehicles as to not need to run anything on tick. Last I tested animations break.

ruby shadow
#

I'm worried doing it the silly way might be more realistic

rustic harbor
royal pier
ruby shadow
#

EOnContact isnt very reliable for character collision, is there an alternative?

blazing pawn
ruby shadow
#

ouch dang that is indeed not efficient

ruby shadow
#

collision trigger component does not get triggered in grenades

#

so I guess this makes it not possible to make hand grenades that explode on impact

dark iris
#

What is the purpose of material overriden props in explosioneffect?

#

Any information on how to use it?

ripe sonnet
#

any idea of what's going on here?

#

like this visual glitch of the wheels

#

just happens when leaving the vehicle

tight remnant
ripe sonnet
#

I duplicated the M998 prefab and using almost everything for there

tight remnant
#

You would have to create new animations (including animation workspace) to disable those unwanted m998 animations

ruby shadow
#

was kinda hoping EOnContact would've fired when a grenade collided with a player 😦

dark iris
velvet oriole
#

I'm having problems with GetPhysics().SetVelocity() and IEntity.SetYawPitchRoll().

It seems calling SetYawPitchRoll() messes with the velocity?

If i use GetPhysics().SetAngularVelocity() instead of SetYawPitchRoll() the speed set by SetVelocity() is consistend, with SetYawPitchRoll() the speed is reported as the same, but the actual distance is much less. My problem is that I cant manage to use SetAngularVelocity() to have the object face the desired direction 😦

clever heron
#

Does anybody have some experience working with helicopter simultation

unique lantern
boreal pelican
#

is there a way to combine character locomotion on floating objects, like a yacht for instance? So character looks as if he is keeping his balance on a floating object?

timber flame
#

that is dumb pseudocode but you get the idea

somber quest
#

Arma has always sucked with this so good luck

dusky cove
#

I wonder if it's possible to add Euphoria style rangdoll physics to Arma Reforger. Like physics based hit reaction animations. aPES_Think

umbral hornet
#

Anyone knows if articulated steering is possible? Think how a Volvo A30 works:

rustic harbor
#

Yes

dark iris
empty tinsel
#

Do we know anything about BI plans for flight model? Hopefully much better than Arma3.

frosty lintel
empty tinsel
fleet fjord
#

I bought a pirate ship from epic and i want to make it float / driverable for now. What I ask people in this chat or another

#

I'm new to modding and I need some direction

ancient field
#

How is the bounding box offset on the buoyancy component meant to work? Yesterday (pre 1.1) I manually modified the way the points were calculated to add the bounding box offset vector to each point so the entire offset was applied, but now the Buoyancy component is c++ side and I can't do that anymore. I want all of the buoyancy points to be offset in the Y direction by a meter or two because the floats on my object are below the center of mass. But the 4 main buoyancy points are in a plane intersecting the COM.
In the picture you can see the offset is only applied to the two points in the middle of the object, not to all of the points

#

Also is there a way to make the buoyancy component on a child object work on the parent? (I would prefer this instead as the floats and landing gear are setup as slots) then I don't need separate water physics for the plane hull

lavish lion
#

Bounding box offset is already added for each point, you don't need to do that

ancient field
#

the red ones stay at center of mass Y, and the blue ones move down based on the Y offset

lavish lion
#

Yes this is normal, because it only influence the AABB of the object, it doesn't influence offset of each point.
Offset the AABB will not change the side/forward height

ancient field
#

Should I scale the Y instead then?

lavish lion
#

No, the only way would need to move the COM, or, create a feedback tracker ticket of a new property to offset every point

#

I do feel that bounding box offset is not really what was intended in the first place, and more like a point offset as you would want

ancient field
#

I'll write a feedback tracker ticket. Hopefully in future they may be computed from geometry volumes instead for more detailed buoyancy

lavish lion
#

It is very simple buoyancy, if you need more complex one, just create your own. But this always come as a cost for sure.

Current bounding box is taken from mesh bounding box, to be as precise as possible

ancient field
#

Thanks for insight!

hexed tangle
#

hey, couple questions about colliders and rigid body physics. I have a prop with a collider and a rigid body applied. for some reason when placing vehicles on top of it, they glitch and interact weirdly. for example in a server helicopters will teleport all over the place when turned on and wheeled vehicles can't drive on it. is this a problem with my rigid body set up or is the collider mesh too complex? thanks in advance.

timber flame
hexed tangle
#

it shouldn't mess with vehicles tho?

#

the props in game with the same layer don't act funky like that

timber flame
#

You're suspicious your collider might be too complex, how complex is it?

hexed tangle
#

the model itself is very low poly for what it's worth

timber flame
#

Sounds fine from my memory... so idk.

hexed tangle
#

well I'll try Messi with the layer set up. maybe even create a new box collider instead of a trimesh as it is set up rn.

rustic harbor
#

Try Rigid Body > Layer Presets > Vehicle

hexed tangle
tight remnant
hexed tangle
vast nimbus
#

hello, I wanted to know what scale size of a map is big enough and what size do the assets (houses, roads, trees etc) have to be or scaled to?

teal rain
#

If I brought a model lets say a house for example that comes with collision and import it to my terrain would the house have physics? for example would i be able to wall into the house without phasing through the house? Or is there a steps that I have to do to make it a solid object

neat vine
#

Hello, I have an issue with my vehicle mod. Whenever I move it in Gamemaster and the wheel colliders touch the ground it does crazy spins and goes flying. Any idea what the issue could be?

rotund atlas
lament granite
#

Hello, I imported a vehicle but I have a small collision issue; it seems to be penetrating the ground but can still collide with other vehicles. Do you have any idea where this might be coming from?

neat vine
#

Any idea what else it could be?

rotund atlas
#

Off the top of my head, not really. I am still going to assume it is collider based, but I am not sure how exactly. Does the prefab have mass etc setup for the mesh?

narrow night
tight remnant
livid prairie
#

Playing around with the ballistic resistance of cars, I trimmed it so 5.56x45 is not going through two car doors, however even no damage is given to a person behind it, the exit holes are visible. Is there an elegant way to turn it off earlier, otherwise I will have to increase the thickness.

livid prairie
boreal pelican
#

anyone know where helicopter flight model physics code is located?

twilit silo
#

Question to devs. Will you equip Enfusion with flight model physics for A4?

ruby shadow
#

hope things like weapons eventually stop sometimes phasing through terrain

ruby shadow
#

any weapons

#

pass through randomly when dropped, maybe it depends on the angles

rustic harbor
ruby shadow
#

I'll double check if the rpg7 I got is from the workshop

rustic harbor
#

You didn't have to make a video showing that it was a default weapon lol

ruby shadow
#

well, maybe someone on the engine team needs to see it, it would be interesting if I didn't know what colliders are after making guns for 2 years

#

it's not just weapons, vehicles as well, though they need higher velocity

#

seems like the likelihood increases with angular velocity

rustic harbor
rustic harbor
ruby shadow
#

I used to be able to drive through buildings with a truck a while back

rustic harbor
#

I've never experienced that. I have experienced gettingy barrel through a fence or wall and being able to shoot to the other side.

ruby shadow
#

oh yeah I can phase into a sandbag wall and shoot out of it no problem under some circumstances

ruby shadow
#

sure, if some conditions are met I can phase into most stationary objects

austere python
ruby shadow
#

0 being terrain level?

austere python
#

yeah, ATL (above terrain level)

#

But sometimes it ends up in an object that repeatedly (usually weapon holders) has its Z corrected falls back through terrain again and repeat 🫠

#

IMO they should make it the same here, does not make sense for Z of physics simulated entity to go below terrain.

#

I've never tried, what is beyond the terrain edge in Enfusion, infinite sea with the bed at the lowest Z of the terrain?

ruby shadow
#

infinite depth sea

#

there is a minimum/kill height level but yea

restive phoenix
#

I made a ball with physics, its falling down, when its up in the air, but then itΒ΄s not getting stopped by the ground or anything else πŸ˜… . Wich layer preset should I use in Blender for my Collider? I tested some but doesnΒ΄t work so far :/

restive phoenix
#

Okay, ist working now. I used two colliders, Vehicle and PropFireView. Both with a sphere as collider.

#

I also set the CCD Radius in the RigidBody up to 0.100

lavish lion
ruby shadow
#

How

#

Where

lavish lion
ruby shadow
#

Damn why do I find this out while being like 3 countries away from my workstation

lavish lion
#

Bu there is still some issues with it, that needs to be addressed, not every feature in the game is handling it well

timber flame
lavish lion
timber flame
stone parcel
tough orbit
lavish lion
dull merlin
fiery dagger
dull merlin
#

i wont say commonly but enough to get multiple videos of it

sullen falcon
#

When I add a 3rd pouch to the grenadier vest, it is not moving with the vest itself. I tried adding a new slot and naming it "MagPouch3", but that way there was no movement at all and the pouch was standing on the ground, so I tried changing the Etool slot's prefab to pouch and adjusted its position. But this time it's not moving with the vest. And there is no pivot ID.

https://streamable.com/qc8rup

Watch "Workbench 2024.06.16 - 01.36.51.03" on Streamable.

β–Ά Play video
sullen falcon
ancient crag
#

If you're using BaseLoadoutClothComponent and adding a slot for it, you need to give it a Pivot ID that is the bone you want to stick it to (if I remember right backpacks are almost always on Spine5)

#

If the dropdown is empty and doesn't have any options, you can open the prefab in a text editor and add it by hand

#

then just reimport the prefab and it should move with the rest of the backpack -this will also mess up your offset (offset is based on the position of the bone), so you'll need to reposition it again

sullen falcon
brisk scarab
#

Is it possible to make a flying vehicle that can fly like a flying saucer? Full 6DOF hovering?

#

Like basically a space ship with inertial dampening

#

Or would I have to do some weird thing where the game things it's a jeep or helicopter

ancient field
#

You could also write your own wheels if you wanted, its just a lot of work

brisk scarab
#

Oooo that is pretty fantastic. Thanks! I'm going through the modding tutorials and everything seems really flexible.

plucky kelp
#

Hi! I am not sure if I am asking this in the right section. Is there a simple way to fix how a person holds this bayonet? Its base is an M9 pistol, I am ok with hand position, but want to rotate the bayonet 90 degrees.

tight remnant
#

there might be few ways, one might be creating prefab with hierarchy and rotating child entity (bayonet) over there

#

and then assigning it to character

plucky kelp
tight remnant
#

create base entity, put bayonet as child of that entity, add hierarchy to bayonet, rotate it, save it as prefab

plucky kelp
vague ether
fleet jackal
sonic schooner
#

I am using a water erase material inside my ship to eliminate water inside. It visually removes it but doesn't effect the physics below the waterline. Any way of doing this?

ruby shadow
#

oh wow I forgot about this, I dont think so but maybe there's a way

sonic schooner
#

Anyone ever mess with the ocean to give it waves?

#

Such calm waters in reforger

short steeple
#

Agreed we need rushing rapids

#

I'm able to turn up the speed of the water but no waves Myuncle

ruby shadow
#

yeh you can alter waves in ocean sim material I think

sonic schooner
#

ooooo

dull merlin
#

any idea if the new physic when people get out of helo can be altered ? players dying a lot in koth :/

ancient field
#

Is it possible to decrease physics timestep for a specific entity? (increase frequency of simulation for that entity) I know there is an overall physics timestep that can be adjusted in the project settings, and in the vehicle wheeled sim there is a solver update rate that I assume solves the wheeled sim at a higher frequency than the normal physics loop, but that seems to be only for the wheeled sim

dull merlin
ruby shadow
#

that is indeed quite funny

finite bramble
finite bramble
#

Do I need to save it as some type of file or something? I keep on trying the "import files" option but it says "Registration Complete 0 out of 0" and doesn't do anything

finite bramble
#

Nvm just found out I could go to my own file and just go through there and import it back in

#

Sick as hell

#

love you Loco

bold cedar
ruby shadow
thorny osprey
#

Is it known if Reforger will have building destruction? And if so, will it have destruction similar to A3 (damage layers and finally entire mesh collapses), or more nuanced destruction (Battlefield 1, The Finals etc)?

fickle osprey
#

it will have some basic destruction but its unknown if its merely a state switch like a3 or more advanced. i dont know of more information than shown in the roadmap up to know.

austere python
#

For AR something simple akin to A3 is expected.

hardy yarrow
lyric marlin
#

Trying to configure helicopter simulation for my mod and scratching my head. Basically I'm making a tandem rotor helicopter - thus the main rotor is located far forward of the center of gravity, and because of that it can't fly. Is the only realistic solution to move the rotor pivot to the center of mass? Not sure what adjusting tail rotor properties might accomplish.

Answer - yeah just pivot on the COM.

solemn fiber
#

I mean look at the particle effects you get with starfield. Entire planetary rings. All the dust is simulated.

Granted it's a single, single-player scene - but there's got to be a way to do a limited hack and/ version for multiplayer.

last citrus
solemn fiber
#

Thanks for that. Although it's pretty lame if it's only in the world editor. It means it's not dynamic. Just for those people that want to make tunnels/caves, which pretty much we already have.

ruby shadow
#

no in-engine voronoi fracture? literally unusable

timber flame
brazen void
ruby shadow
brazen void
#

@ruby shadow in here?

ruby shadow
#

in the slot

#

that is inside the manager

#

that your item is in

brazen void
#

is it that tick box?

ruby shadow
#

yes drag this to the right or something lol

#

so you can see what it says fully

brazen void
#

fixed it thanks

#

Next question for any 3dsmax users, has anyone managed to do custom attributes in 3dsMax? cant get my head round how to use this parameter editor

#

for my coliders

fading oyster
#

just do it in the import settings of the xob, dont waste time with these attributes

bold cedar
#

Does anyone know what is happening here and how I could fix it? I have a finished model with the same problem and I didn't want to fix it because I thought it was a unique problem to that vehicle because it was very high, however I see that the same thing is happening with this one and I would like it not to move when you leave it still

https://cdn.discordapp.com/attachments/1263669691046428704/1266839552790761472/20240727-1926-44.3490523.mp4?ex=66a69bc6&is=66a54a46&hm=d665beeea800510e7f4809f426a8a9cd988288b7774cf063589db4d5772e9ef8&

shadow vigil
#

Hey guys, I'd like to be able to play around with heli sensitivity, this 1.2 update has made flying the mi8 boat more like flying a cargo ship and i want make it pre 1.1 haha.. Any idea where to start?

hard swallow
blissful pasture
#

if so, all your bones have to be in the exact same spot as the vanilla vehicle, or they teleport when the animations start

#

only way around this is, if you want to keep your bones where they are, is to make your own vehicle door and steering animations

bold cedar
solemn fiber
#

Do we have access to cloth physics like for like a trench coat or a poncho?

cold needle
#

How do i make my own textures for vehicles and other things

cold needle
#

oops wrong channel mb

fossil escarp
#

Hy i am so sorry to send an other help message but i am stuck in every project meowsweats

This time is regarding the shell trajectory

i duplicate the t14 prefab and replace by my own canon but when i shoot on the same target my shell drop extremely fast and seems to spawn offest

#

Do you knwo how ca i tweak that ?

sonic shoal
#

so the sight reticle will be centered and follow gun

fossil escarp
empty hawk
#

Hi, I'm tryng to make a push action for an object (just like the vehicles: SCR_PushVehicleAction) but it doesn't move. I think it's because Pyhisics.GetMas() returns 0 kg but i don't know why. Any ideas?

Physics physics = pOwnerEntity.GetPhysics();        
float mas = physics.GetMass();
Print(mas);
lavish lion
empty hawk
#

Yes, it is πŸ˜…

#

it's workgin now, thx

topaz surge
#

I posted this in another channel but perhaps this channel is more appropriate:

Hello, new to this server and modding so apologize if I should post this somewhere else. I'm trying to create an artillery calculator for some modded mortars and I'm having trouble getting my calculations to line up to the ballistics as they occur in game. I've looked at the wiki page and I found that the ballistics calculations only account for gravity and air drag;

on https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation/Prefab_Configuration#Creating_Ballistic_Table it says that the formula for air drag is "F = a/v^2 * 1/m, where F is the drag force, a is the (de)acceleration of bullet, v is the speed of the bullet, m is the mass of the bullet."

My understanding of the above is that F is the air drag parameter set on the shellmovecomponent of the bullet, so to simulate the path we need to solve for the deceleration at a given point, which gives us a = F * v^2 * m. This value is the magnitude of the drag vector, which has direction opposite velocity. We would then add this drag vector plus gravity to the velocity at a point to calculate it's overall deceleration.

Is the above correct? If so, I still seem to be getting much, much different results. The mortar in the mod that I'm trying to calculate this for, for instance, has (from what I was able to see in reforger tools) an initial muzzle velocity of 250m/s and the gun it's fired from has a initial velocity coefficient of 1.5, which results in a total initial velocity of 375 m/s. Using my above calculations, I get a max range of something like 8000 meters, which is waaayyy above the actual max range that it is in game, which is only like 1500 meters. I'm not sure why the discrepancy is so large

Here is the code for my calculations in case that is where the problem lies:

ruby shadow
#

maybe you could make some use of the autogenerated AI ballistic tables?

#

Workbench can generate those for any shell and missile projectile

topaz surge
#

I've not worked with those before, Idk if I'm reading the table right but I don't think it's generating properly

#

as I read it, x is distance, y is aim height, z is time, but at the bottom of the chart is has like 3000m and an aim height of 2980, which even if the elevation was in miliradians would be like 170 degrees so idk about that

tight remnant
#

y is height below muzzle

#

or bullet drop in other words

#

in any case, you can check VBA script in spreadsheet that is shared

#

I think your calculation is missing proper time step

topaz surge
# tight remnant or bullet drop in other words

is the bullet drop in meters? So x = the horizontal distance the bullet had traveled since being fired horizontally, y is the vertical distance it dropped, and z is the time? If that's the case, the table says that at t = 2.689, the bullet has dropped 35.647 meters, which is faster than gravity

tight remnant
#

gravity is force of acceleration

#

how heavy is your projectile?

topaz surge
#

Ahhhhh yeah my bad In my head i was just doing .5 * g * t and not .5 * g * t^2

#

the projectile is has a mass of .25

#

if I reduce air drag to 0 and re-generate the ballistics tables, it seems to line up with gravity at the start, but the values for how much it drops seem to become smaller than gravity

#

For instance at 16.71 seconds, the table shows a drop of 1277.193 meters, when doing .5 * 9.81 * 16.71^2 = 1369 .6 meters

#

If air drag is 0, gravity should be the only force affecting its position, right? does the game use a lower value for the gravity constant?

topaz surge
#

Okay so I managed to make my simulations line up with the game. What seemed to be the problem was that when calculating the deceleration due to drag, I multipled by the mass, when I apparently needed to divide by mass. I'm unsure about this though, because the formula on the wiki says you need to multiply by it? Is it a typo on the wiki? @tight remnant

tight remnant
#

Did you just multiplied by mass? (*m) it's not the same thing as 1/n

topaz surge
# tight remnant 1/m is inverted mass

What I mean is, The formula on the Page says F = a/v^2 * 1/m, but we must calculate a so we isolate it on one side. To do so, we must perform operations that cancel out the other terms on the right side. So we Multiply both sides by v^2 to get F * v^2 = a * 1/m. Then we multiply both side by m to get F * v^2 * m = a

a/v^2 * 1/m = a/(v^2 * m)

tight remnant
#

first of all, you want to calculate most likely velocity, not acceleration, since air drag is known

#

or perhaps I don't understand what you are trying to achieve?

topaz surge
#

I've already solved the problem I was having. My solution works. All I'm saying is that I'm 99% sure the equation on that page should be F = a/v^2 * m, not F = a / v^2 * 1/m

tight remnant
#

How do you know velocity after 3s?

topaz surge
#

By starting with an initial velocity and calculating the accleration at incremental time steps. I'm sure there's a formula that you could create with some higher-level math techniques, but I just do it with a simulation

tight remnant
#

You need to calculate velocity (vector) and then apply it every time step

topaz surge
#

yes

tight remnant
#

Ok, but that is velocity, not acceleration

topaz surge
#

yes, but to calculate the velocity vector for the next time step, you need to calculate the acceleration, otherwise you don't know how the velocity changes over time

lyric marlin
#

Calculus is useful here

shadow vigil
#

Anyone point me in the right direction?

I have my bag being placed in the right position but I must be missing something with the physics or components... As you can see once it is built, the ladder seems to always point in this exact location. Even if i place the bag from a different position.

ignore the collision thing, was testing different things to make it work

lyric marlin
#

Also a couple days late haha hope you figured it out

shadow vigil
thorny osprey
#

I'll try over here as well.

Trying to get the "FlareEffect_40mm_M661_Green.et" to fall. There a flaremovement.ct, and I've played with those values but just stays in the sky. Looked at the ammo how it was built.

What is the trick to effect gravity on an object?

elder pelican
thorny osprey
elder pelican
#

Like if I place a jeep in the air, it will spawn on the ground, if I place a soldier it will spawn dead on the ground. If I place a UGL grenade it will stay in the air too. I tried to activate physics/gravity on a jerrycan and it spawned on the ground.

#

I searched for a different entity to see if there was a physics one but nothing.

#

I think physics don't work from init, and projectiles need to be fired for things to kick in. A helicopter placed in the air will spawn on the ground burning..

#

Same old operation flashpoint physics\gravity. Newton never existed in the Armaverse blobdoggoshruggoogly .

thorny osprey
#

@elder pelican Thanks bud for the info and effort. It is weird. I think Newton would be pissed.

rustic harbor
rustic harbor
#

Being a projectile, it falls through the map.

#

It will land on a vehicle though lol

thorny osprey
#

@rustic harbor That might work because I am using it to mark an arsenal position. I'll look at that. Thanks.

lavish lion
warm bay
shadow vigil
#

In the rigid component what are your settings

steep sparrow
#

maybe theres a smart guy who knows a good solution but as far as my knowledge goes you need for example a script thats places down a prefab for you

stone parcel
rustic harbor
rustic harbor
lavish lion
rustic harbor
#

It didn't work.

lavish lion
#

Did you try to add a ItemPhysicalAttributes in your item, and set the simulation state to collision ?

rustic harbor
rustic harbor
#

I'm also testing with a custom InventoryItemComponent

steep sparrow
distant zodiac
#

I just wonder why vanilla deployable radio doesn't have that issue

#

Maybe the position update should be triggered on the object somehow when it's dropped from inventory.

warm bay
#

I think the radio has different model for these actions, but i might be wrong. I need to dissect radio thoroughly

shadow vigil
ruby shadow
#

what was the trick to making it so my physics object doesnt go through other objects and terrain given sufficient speed? CCD doesnt help

peak pike
lavish lion
ruby shadow
#

I can also phase through things like doors, fly into vehicles etc

lavish lion
#

Probably too small, or try to increase ccd radius

ruby shadow
#

do you know how the GM floating camera allows radio to be used?

#

I want the same for my controllable that isnt a character

#

to still speak through the character

#

wrong channel for this tho probably

lavish lion
#

No I don't but pretty sure I saw complains that you can't hear direct voice around GM Camera. I know that VON is mostly using player controller

ruby shadow
#

Yeah but I actually want radio

#

GM can hear and speak over radio

#

Can't change frequency but that's OK

lavish lion
#

Probably using some fake radio item. It seems in code it expect that there is a radio transceive

#

Use SetTransmitRadio on VoNComponent

#

Probably this is what GM uses

#

And SetCommMethod to set to speak over radio

ruby shadow
#

interesting

lavish lion
#

It seems that SCR_VONController is doing most of the job communication to the VonComponent

#

I would check the ActionVONBroadcast in debug, and see if it goes correctly through all the method when you press the key to talk over the radio

ruby shadow
#

ok thank you will give it a shot

ruby shadow
#

I guess that GM part is not visible in script

lavish lion
#

It is, there is no GM part outside of script

ruby shadow
#

Ah ok I couldnt find it I guess I'll look again later

lavish lion
#

Did you try to debug it, does it fail saomewhere specific ?

ruby shadow
#

I dont know where to look in diag menu

lavish lion
#

No I said debug in script editor in ActionVONBroadcast when you try to speak over radio

ruby shadow
lavish lion
#

Check class SCR_VONController

ruby shadow
#

looks like when I take control of my entity something calls SCR_VoNController.RemoveEntry on everything and then when VONChannel is called it doesn't have the radio freq anymore under m_ActiveEntry

lavish lion
#

Then I guess add it there ?

#

I'm not sure how VONController works really

ruby shadow
#

thats fine thanks it pointed me in the right direction, looks like I won't be able to easily make it work

blazing pawn
#

So for this rocket I changed the rotation via transform + SetVelocity but I guess that doesn't combine very well. (It laggs weirdly)
#enf_showroom message
I guess I should use angular velocity to rotate it, right?

ruby shadow
#

I used physics and it was smoother

blazing pawn
#

that do be smooth blobcloseenjoy

ruby shadow
#

I wanted to link you to the video with it being homing not guided but I can't find it

#

some of my shitty code is in that thread though

blazing pawn
#

But you also SetAngles() not via angular velocity

ruby shadow
#

I thought I used physics, maybe I confused it with something else, sorry about that

blazing pawn
#

Interesting that it worked for you, mine glitches out with set angles blobdoggoshruggoogly

ruby shadow
#

Well it was like 25 years ago

blazing pawn
#

fair

grave ledge
#

How exactly do you configure autohover to work, currently my drone sinks down when autohovering, is there anyway to fix this?

blazing pawn
#

Shouldn't my entity be stable if I ApplyForceAt at 4 evenly offset points at the same time? It keeps spinning thonk

ruby shadow
#

offset evenly from COM?

blazing pawn
#

yea

#

Vector(1,0,1),
Vector(1,0,-1),
Vector(-1,0,1),
Vector(-1,0,-1)

ruby shadow
#

hmm I feel like that should work

#

unless your COM is changing somehow??? does it do that when you have slotted entities?

blazing pawn
#

I dont have slots

#

simple vehicle

#

Is there like wind that pushes entities ?

ancient crag
#

silly question but is the weight of supplies or inventory items simulated when carried in vehicles?

fiery dagger
ruby shadow
#

I would like assistance in working around this until it can be fixed upstream

#

I ruled out it being the network by artificially inducing packet loss and higher ping (and also hosting the servers on different continents)

short nest
#

Is it possible to move simulated wheels on a vehicle with animation or something like that? I have a heli that has the option to put the gear up but the sim wheels always stay where they are meowsweats

ruby shadow
#

dont think so

#

better off just not using wheel sim

#

at least for the wheels

elfin belfry
# short nest Is it possible to move simulated wheels on a vehicle with animation or something...

No idea if this works but, what if you try and influence the tire size like it's done on damaged tires when they go flat ? I believe you can influence simulated wheel size in runtime. Now, if a value of 0 still collides with the environment at the center of the wheel, you could just make a very large wheel with it's center in the landing gear compartment, which would leave the center inside that compartment once tire size is at 0.
Probably sounds jank as hell, but hey. 🀣

lyric marlin
#

Is there an easy way to do helicopter landing gear that won't cause my helicopter to glitch on the ground due to suspension balance?

lyric marlin
#

This problem seems to be inherent with vehicles with an even number of wheels due to lack of sway bar to connect systems - so what happens is the vehicle teeters constantly without any resolution for energy. It's literally a perpetual motion machine!

lyric marlin
ruby shadow
#

Well when I made the best vtol air vehicle in Reforger I just did my own thing

ruby shadow
#

Whats up with the shrek bj emoji

nimble hazel
#

Does anyone know what might cause a vehicle to always screech it's tires when the brakes are applied? The vehicle also vibrates lol

quaint tinsel
#

or else you could land a helicopter with retracted gears and it will just float because the simulated wheels dont actually move

glossy venture
#

i it possible to.. tilt simulation wheel sideways?
i know the answer is probably "do u brain damag" but i wanted to ask

lyric marlin
#

And no methods exposed to do anything

#

#winning

glossy venture
glossy venture
quaint tinsel
#

at least we couldnt get it working before

#

helicopters are different from cars

glossy venture
quaint tinsel
#

they do have suspension but you cant make the move any other way I believe

#

but if you figure it out let me know because we wanna do retractable landing gears manually instead of making them automaticallly deploy on distance

glossy venture
#

what if you parent suspension logic to an animated bone?

#

and move it upward via animation?

#

i never tested it so im asking

#

i know that you cannot change attachment points on runtime, but hwat about moving bone?

quaint tinsel
#

they are already assigned to the bone or else the suspension wouldnt work

glossy venture
#

huh

#

i will try to do it when i figure out anims

lyric marlin
#

My idea was trashing the suspension sim and building my own

#

Even the base game helicopter slides around

glossy venture
#

rolls?

#

maybe apply brakes?

lyric marlin
#

I’ll have to get a clip to demonstrate

#

Here’s my helicopter though when friction is set high. Ironically setting friction low on one of the axises fixes it sliding on flat ground

glossy venture
#

looks like some collision clipping

lyric marlin
#

My theory is that similar to how a table with 3 legs is more stable than one with 4 (3 point of contact made)

#

Not a collider issue because setting wheel friction low fixes it

glossy venture
#

i seen some guns sliding around because of bcollision issues

lyric marlin
#

So basically the suspension is constantly trying to reach nominal

#

So when aft suspension springs off the ground the forward creates an equal force in the opposite direction. I’m sure if I used 3 wheels it wouldn’t react as violently, also I think COM and model orientation plays a role

#

Since the suspension technically is pushing backward due to model having nose high attitude for import

glossy venture
#

orientation in the world?

#

or source mesh in FBX?

lyric marlin
#

That was done intentionally for flight characteristics

#

Source mesh

glossy venture
#

in fbx all models should face Y+

lyric marlin
#

Rotated on the longitudinal access about 4 degrees

#

And yes I’m tracking that, it is

glossy venture
#

rotation of base mesh actually does NOT influence the flight afaik

#

some colliders, however, might

lyric marlin
#

It does, rotation in prefab editor doesn’t have effect

#

There is no difference if my helicopter model is vertical if I want it to fly belly forward

#

Assuming it’s tail isn’t colliding with the ground

glossy venture
#

what if you move COM helper back Y- 3 meters?

#

if you using that helper as COM ingame, that is, and not creating generic one on import

lyric marlin
#

I’ll see what that does but I haven’t had a large amount of time to mess with that, it’s set based on real life weight and balance so moving it isn’t ideal

#

Basically, I've tried every combination of wheel parameters to get suspension working on a 4 wheel helicopter and I have failed because of the limitations in the game. The closest I got to getting it right is what it is right now, which causes it to slide sideways very easily. I believe that the suspension does not lose energy like any system would in reality, thus it creates a perpetual feedback loop bouncing between the wheels, with wheel friction essentially being the only way to lose that energy (unfortunately a value close to 1 leads to a bounce)

tight remnant
#

there is api for that at least, wheel damage is using that

quaint tinsel
glossy venture
tight remnant
#

dunno

glossy venture
#

its a "no"then

tight remnant
#

no, I don't know

glossy venture
#

by tilting i meant this

#

but not visual mesh, actual simulation wheel. probably that is not possible

#

since it will be way more complex calcualtion

errant elk
grave ledge
#

How in depth is the physics engine in reforger, like is there a way to pull air density of an area to calculate lift

#

Or would I have to manually create my own values for calculating air density

grave ledge
#

Why does doing GetOwner().GetPhysics().ApplyForce("0 0 0") move my object, shouldn't this not apply any force

ancient field
grave ledge
#
    override void EOnSimulate(IEntity owner, float timeSlice)
    {
        super.EOnSimulate(owner, timeSlice);
        for (int i = 0; i < 4; i++)
        {
            vector force = vector.Up;
            // Get the air density
            float airDensity = m_aRotorControllers.Get(i).CalculateAirDensity();
            // Gets the velocity of the air displaced by the rotor
            float velocity = m_aRotorControllers.Get(i).CalculateInducedVelocity();
            force = force * (m_aRotorControllers.Get(i).CalculateRotorForce());
            if(m_aRotorControllers.Get(i).CalculateRotorForce() > 0)
                Print(m_aRotorControllers.Get(i).CalculateRotorForce());

            rb.ApplyForceAt(force, m_aRotorEntities.Get(i).GetOrigin());
        }
    }
#

the force vector is 0 0 0 and it sends my object flying whenever I try to apply the force

ancient field
#

what is value of rotor origin

#

could it be a torque implosion maybe?

grave ledge
#

Just the rotor in worldspace as it's in the slotmanager of the drone

ancient field
#

gotcha

#

I can try to check later this evening

stone parcel
#

That is like sending no code at all πŸ˜…
Show what your custom methods do as well CalculateInducedVelocity, etc

grave ledge
#
    float CalculateAirDensity()
    {
        vector alt = GetOwner().GetOrigin();
        float temperature = SEA_LEVEL_TEMPERATURE - TEMPERATURE_LAPSE_RATE * alt[1];
        float pressure = SEA_LEVEL_PRESSURE * Math.Pow((temperature / SEA_LEVEL_TEMPERATURE), (GRAVITY / (TEMPERATURE_LAPSE_RATE * AIR_GAS_CONSTANT)));
        float airDensity = pressure / (AIR_GAS_CONSTANT * temperature);
        return airDensity;
    }
    
    float CalculateLiftCoefficient() 
    {
        float liftForce = droneRb.GetMass()/4 * GRAVITY;
        float referenceArea = Math.PI * Math.Pow(m_fRotorRadius, 2);
        float liftCoefficient = (2 * liftForce) / (CalculateAirDensity() * Math.Pow(CalculateInducedVelocity(), 2) * referenceArea);
        return liftCoefficient;
    }
    
    float CalculateInducedVelocity() 
    {
        float thrust = droneRb.GetMass()/4 * GRAVITY;
        float rotorArea = Math.PI * Math.Pow(m_fRotorRadius, 2);
        float inducedVelocity = Math.Sqrt(thrust / (2 * CalculateAirDensity() * rotorArea));
        return inducedVelocity;
    }
    
    float CalculateRotorForce() 
    {
        float rotorArea = Math.PI * Math.Pow(m_fRotorRadius, 2);
        float angularVelocity = m_fRPM * (2 * Math.PI) / 60;
        float airDensity = CalculateAirDensity();
        float rotorForce = 0.5 * airDensity * rotorArea * CalculateLiftCoefficient()  * Math.Pow(angularVelocity * m_fRotorRadius, 2);
        return rotorForce;
    }
#

Rotor force returns 0 because the rotor RPM is 0, so the force vector at 0 rpm is always 0 0 0, however apply a force vector of 0 0 0 sends the drone so far into the sky CalculateAirDensity() literally breaks from the altitude readings

stone parcel
#

So

#

if you manually do rb.ApplyForceAt("0 0 0", m_aRotorEntities.Get(i).GetOrigin());

#

Does that still cause it?

grave ledge
#

Yes

stone parcel
#

Like explicitly give it "0 0 0"

#

not force * 0

grave ledge
#
override void EOnSimulate(IEntity owner, float timeSlice)
    {
        super.EOnSimulate(owner, timeSlice);
        for (int i = 0; i < 4; i++)
        {
            vector force = vector.Up;
            // Get the air density
            float airDensity = m_aRotorControllers.Get(i).CalculateAirDensity();
            // Gets the velocity of the air displaced by the rotor
            float velocity = m_aRotorControllers.Get(i).CalculateInducedVelocity();
            force = force * (m_aRotorControllers.Get(i).CalculateRotorForce());
            if(m_aRotorControllers.Get(i).CalculateRotorForce() > 0)
                Print(m_aRotorControllers.Get(i).CalculateRotorForce());

            rb.ApplyForceAt("0 0 0", m_aRotorEntities.Get(i).GetOrigin());
        }
    }

Yep, I increased the mass so you can see it in a not extreme example

#

It's only with ApplyForceAt()

#

ApplyForce works as expected

stone parcel