#Tracked Sim
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On-the-Spot Rotation:
In a nearly stationary position, pressing A/D results in opposite track rotation for in-place turning. CarTurbo increases the rotation speed.
Steering Effect:
The impact of steering (W + A/D) varies depending on the tank's speed. At low speeds, the effect is stronger, while at high speeds, it is weaker.
In this case, both tracks rotate in the same direction, with the inner track moving more slowly.
Tank Mass Distribution:
Controls the mass distribution between the front and rear of the tank.
The front of the tank is heavier, while the rear is lighter.
Effect of Braking and Acceleration:
Calculates the impact of braking and acceleration based on the tank's mass distribution.
For example, during acceleration, the front of the tank lifts while the rear settles down, and the opposite happens during braking.
This is what we need, keep up great work we support you!
Can you show how this works in multiplayer with 100 ping?
It's possible that it will fail, but I'll try it out somehow. Alternatively, I'll just upload it so anyone can test and further develop it.
If you are using physics against a server authoritative vehicle it will desync pretty quickly, hence my question
It might be bad for the owner but not so bad for proxies
One possibility could be to perform the physical simulation on the server and only send the results to the clients.
Omg
When I did steering and turret stabilization for tanks the vehicles were not server authoritative so it was easy
A question, couldn't I add the sound of the caterpillars when it turns?
Ok, forget it, I'm deaf.
If this simulation doesn't turn out to be a dead end, it will be easy to add anything to it, even side-specific dust effects during rotation. Honestly, I made this for my own amusement and thought I’d share it.
To be honest, I still don’t fully understand Enfusion. I’m always stuck in the OFP editing world with Sublime editor.😆
Is that why the BaconTankStuff wasn't used further?
Yes I had no desire to try to implement it with server authoritative vehicles
What is the actual difference between VehicleWheeledSimulation and VehicleWheeledSimulation_SA_B?
Both seem to use the same functions, and I can't find a clear reference to any server-side functionality either.
Is the SA_B version an alternative vehicle simulation with custom settings, or is it server-side?
Honestly no idea 😄
Prior it was called Simulation_SA and Simulation, then Simulation became the SA, now I dont know
In any case, I set everything possible to be calculated server-side if Multiplayer is enabled.
It’s possible that if the functions meant to run on the server are specifically used from the VehicleWheeledSimulation_SA_B class, then no additional handling is needed—or at least, I’m not sure.
@queen mason
Do you have any references on what turning radius it can achieve at different speeds?
So how well does it work with like 100 ping from the driver side?
Hehe, are you eager to hear the news that it failed?😆
I don’t even know how to test this yet.
Actually I am excited to see something working properly, you can test using peertool and a third party app like clumsy to inflate your ping
Thanks, I'll optimize a few more things and then see how this can be tested.
I love turning on a few peertool clients and inflating my ping to 300
Makes me wish bohemia would let us know which features will be getting native support so you guys wouldn't have to waste dev time on stuff that's probably only going to get implemented well on an engine/source level basis.