#W.I.P Treads
1 messages · Page 1 of 1 (latest)
Are you planning on trying to use the half-implemented vanilla track system?
I have very good word that the system is not yet ready in any sense and is not MP friendly
@pulsar folio
the devs know this and make their own tracked system
This isn't vanilla, everything is done by Project Realism 3D.
Is there an interior?
In version 1.6, the following were added:
SCR_TrackedControllerComponent.c
VehicleTrackedSimulation.c
TrackedControllerComponent.c
It should now support everything.
Always looking for something to point out, aren't you? I'm not going to answer anything you ask, just stop
thanks
I knew the components were added, I was just told that the components themselves would not be finished by BI yet until they actually add in a tracked vehicle
They are saying this, but I think it can already be applied.
https://packaged-media.redd.it/kcryt4sowgsf1/pb/m2-res_1080p.mp4?m=DASHPlaylist.mpd&v=1&e=1764565200&s=93bb72efb76838c579e14229f577a02012b2ef4a
A lot of things work in single player but don’t work on multiplayer due to replication
Especially physic based things
Like towing
I haven’t tested it, but it should be MP-compatible because the proto external functions are native engine API calls that calculate the physical state (tracks, engine, throttle, brake) on the server, while the client only provides input (SetInputs, SetThrottle), and the engine automatically synchronizes all track states to every client.
The TrackedVehicle_Base.et prefab also contains a NwkTrackedMovementComponent.
Thanks for looking into that so I didn’t have too😅
i thought that was a pretty good question? is there an interior being made?
I wonder if they have an interior.
Being made
It's being made by the devs of project realism 3d
any sneak peaks
.
i dont know why you are so mad at me but ok
Do you use the new vanilla trackedsimulation?