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Outerra Tech Demo download. Help with graphics driver issues

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Author Topic: Tiger2  (Read 61069 times)

M7

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Re: Tiger2
« Reply #60 on: May 29, 2013, 09:32:00 am »

Perfecto! tanks! ;D
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Revolver

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Re: Tiger2
« Reply #61 on: May 30, 2013, 07:42:09 am »

Hallo Murkz.

If it helps you anyhow, here is an original drawing of KwK36-Kannone, that
in the PzKw-VI was grown.



Are dark grey to movable parts.
Firm parts are light grey.
  ;)

Cheers,

Stefan
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M7

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Re: Tiger2
« Reply #62 on: May 30, 2013, 09:30:18 am »

I know i already have the cannon set as separate bone so All is needed is a fire action and the animation script.
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ZeosPantera

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Re: Tiger2
« Reply #63 on: May 30, 2013, 09:59:03 am »

These are the kind of posts I like.. Super descriptive German tank cannon diagrams!

The devil really is in the details.
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bugsblake

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Re: Tiger2
« Reply #64 on: May 30, 2013, 01:52:26 pm »

thanks for the tiger2! its coming along real nice! cant wait to fire this thing! :D
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PytonPago

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Re: Tiger2
« Reply #65 on: September 13, 2013, 11:45:23 am »

i just tried the panzer out and mentioned, the turret just jumps between max and min positions during controlling, or have i just got a bad link ? ... if its truly bad, i played whyte it a little :

Code: [Select]
//vehicle script file
//see http://xtrac.outerra.com/index.fcgi/wiki/vehicle for example and documentation
var turret,mantlet,barrel;


const MaxTurretXSpeed = 10; //deg/s
const MaxTurretYSpeed = 10; //deg/s
const MaxTurretXAccel = 120;//deg/s^2
const MaxTurretYAccel = 160;//deg/s^2
const MinTurretAngle = -8;  //in deg  gun depression
const MaxTurretAngle = 10; //in deg  gun elevation
const TurningBoost = 0.4;   //boost coefficient to help with turning at speed
const TurnForceCoef = 0.8;  //portion of engine force for neutral turns
const RollingFriction = 1000;//force that needs to be overcome to get wheels turning
const EF = 25000.0;         //engine force
const BF = 20000.0;         //braking force
const EFr = 0.02;           //engine force reduction coef with speed
const maxkmh = 40;          //top speed



function radians(v){
  return v*Math.PI/180.0;
}


//invoked only the first time the model is loaded, or upon reload
function init_chassis(){
  var wheelparam = {
    radius: 0.50,
    width: 0.20,
    suspension_max: 0.25,
    suspension_min: -0.25,
    //ride height   
    suspension_stiffness: 3.9,

    damping_compression: 0.5,
    damping_relaxation: 0.4,
    slip: 0.5,
    slip_lateral_coef: 0.7,
    roll_influence: 0.1
  //rotation: -1
  };
  this.add_wheel('2a', wheelparam);
  this.add_wheel('2b', wheelparam);
  this.add_wheel('3a', wheelparam);
  this.add_wheel('3b', wheelparam);
  this.add_wheel('4a', wheelparam);
  this.add_wheel('4b', wheelparam);
  this.add_wheel('5a', wheelparam);
  this.add_wheel('5b', wheelparam);
  this.add_wheel('6a', wheelparam);
  this.add_wheel('6b', wheelparam);
  this.add_wheel('7a', wheelparam);
  this.add_wheel('7b', wheelparam);
  this.add_wheel('8a', wheelparam);
  this.add_wheel('8b', wheelparam);
  this.add_wheel('9a', wheelparam);
  this.add_wheel('9b', wheelparam);
  this.add_wheel('10a', wheelparam);
  this.add_wheel('10b', wheelparam);
 
  var geom = this.get_geomob(0);
  turret = geom.get_joint('turret');
  mantlet = geom.get_joint('mantlet');
  barrel = geom.get_joint('barrel');
 
  this.load_sound("tiger2_eng_starter.ogg");
  this.load_sound("tiger2_forward.ogg");
  this.load_sound("turret.ogg");
  this.add_sound_emitter("turret");
  this.add_sound_emitter("mantlet");

 
  return {mass:20000, com:{z:0.1,y:0.0}, steering:2.0, steering_ecf:60, centering: 100, centering_ecf:20,
   
  };
}

//invoked for each new instance of the vehicle
function init_vehicle(){
  //this.set_fps_camera_pos({x:-0.5,y:2.15,z:1.14});//commander view
  this.set_fps_camera_pos({x:-0.5,y:-0.3,z:2.5});//driver view
  this.snd = this.sound();
  this.snd.set_ref_distance(0, 15.0);
    this.geom = this.get_geomob(0);
  this.turx = new axis_integrator(radians(MaxTurretXSpeed), radians(MaxTurretXAccel));
  this.tury = new axis_integrator(radians(MaxTurretYSpeed), radians(MaxTurretYAccel), radians(MinTurretAngle), radians(MaxTurretAngle));
  this.turretsnd = 0;
}


//invoked when engine starts or stops
function engine(start){
  if(start){
    this.snd.play(0, 0, false, false);
    this.snd.play(0, 1, true, true);
  }
  else
    this.snd.stop(0);
  this.started = start;
}

//handle extra actions
function action(k,v,dt)
{
      switch(k){
     
        //Turret movements
     
  case ATurretX: this.turx.set(v); break;
  case ATurretY: this.tury.set(v); break;
    }
}

const forceloss = 1.0 / (EFr*maxkmh + 1);

//invoked each frame to handle the inputs and animate the model
function update_frame(dt, engine, brake, steering)
{
 
 
  //turret handling
  var tmov=false;
  if(this.turx.changed(dt)){
    this.geom.rotate_joint_orig(turret, this.turx.value, {x:0,y:0,z:-1});
 
   
    tmov = true;
  }
  if(this.tury.changed(dt)){
    this.geom.rotate_joint_orig(mantlet, this.tury.value, {x:1,y:0,z:0});
    tmov = true;
  }
  if(tmov) {
    if(!this.turretsnd)
      this.snd.play_loop(1, 2);
  }
  else this.snd.stop(1);
  this.turretsnd = tmov;
 
 
  var kmh = this.max_tire_speed()*3.6;
 
  //reduce engine force with speed (hack)
  var esign = engine<0 ? -1 : 1;
  engine = EF*Math.abs(engine);
  var force = (esign>0) == (kmh>=0)
        ? 1.0/(EFr*Math.abs(kmh) + 1)
        : 1.0;
  force -= forceloss;
  force = esign*Math.max(0.0, Math.min(force, 1.0));
  engine *= force;
   
  this.snd.set_pitch(0, 1+0.01*kmh);
   
  //if(steering!=0) engine *= 1.5;
  //var el = steering>0 ? 0 : engine;
  //var er = steering<0 ? 0 : engine;
  var df = EF*TurnForceCoef*force;
  var el=engine,er=engine;
  var spd = 1 + TurningBoost*this.speed();
  if(this.started){
    if(steering>0){
      el-=spd*df; er+=df;
    }
    else if(steering<0){
      er-=spd*df; el+=df;
    }
  }

  this.wheel_force(-2, el);
  this.wheel_force(-3, er);
   
  brake *= BF;
  brake += RollingFriction;

  this.wheel_brake(-1, brake);

  //this.log_inf("L:"+el+" R:"+er+"   B:"+brake+"  SPD:"+kmh);
 
  //this.geom.rotate_joint_orig(turret, this.turx, {x:0,y:0,z:-1});
  //this.geom.rotate_joint_orig(mantlet, this.tury, {x:1,y:0,z:0});

  this.animate_wheels();
}
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PytonPago

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Re: Tiger2
« Reply #66 on: September 13, 2013, 11:53:23 am »

As for the turret dependency for actual gear ... the BelAir has a script for multiple gears whyte rpm-based power. He has a script part saying witch gear witch force multiplier has. Maybe, if you try to change the script into your tank and make the turret rotation speed dependent on the actual gear (whyte their multiplications), it would give such result. Doe, one problem can be there - turret rotation is not dependent on the engine being started, so it would need to fix that little fact (may cause troubles).

Its a little pain in the ass re-scripting but i done it for my Urals, so it does work, you just have to tune the parameters afterwards to make it feel like a panzer ..

P.S.: In the script mentioned above - i added a sound for turning the turret in the name turret.ogg - have just used Murkz´s Luchs turret sound witch i put into the tiger 2 folder and renamed accordingly. You need to do it in order to use the turret. Otherwise OT will give up an error message freezing the vehicle.
« Last Edit: September 13, 2013, 11:59:29 am by PytonPago »
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M7

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Re: Tiger2
« Reply #67 on: September 13, 2013, 12:23:55 pm »

Have to admit i stop playing with the tiger2 config a while ago. i Know i wanted to rework the texture property, reposition the turret on the hull (it is too much too the back) and add the manual gear from Giucam, but kind of lost interest.

I might get back to it sometimes. I did try your config, works well except turret might be too fast. Murks gave me the turret setting so i think he must know the speed of the real thing.
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PytonPago

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Re: Tiger2
« Reply #68 on: September 13, 2013, 12:42:17 pm »

Understand.  :) Maybe if i get bored i try that thing i mentioned someday ...
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We are still undeveloped as long as we don´t realize, that all our science is still descriptive, and than beyond that description lies a whole new world we just haven´t even started to fully understand.

M7

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Re: Tiger2
« Reply #69 on: December 02, 2013, 08:20:20 pm »

I played a bit with the tiger2 texture and kind of accidently end up with this visual (i inverted the textures). Looks  all dusty as it would probably look like if it was deployed in North Africa.




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ZeosPantera

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Re: Tiger2
« Reply #70 on: December 02, 2013, 09:31:36 pm »

A+ You best make that a Variant
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M7

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Re: Tiger2
« Reply #71 on: December 02, 2013, 11:56:17 pm »

...and with a camo... Yeah i think i'll make a couple of variant.

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ZeosPantera

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Re: Tiger2
« Reply #72 on: December 03, 2013, 12:58:13 am »

You have to try one of those vintage tanks with the new digital camo!

Also M7 are you the one that posted the Tiger 1 back in the day? That is really my favorite tank.
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M7

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Re: Tiger2
« Reply #73 on: December 03, 2013, 01:13:28 am »

Not sure what you mean by those vintage tanks and the only Tiger 1 i've seen on Outerra is the one from Murkz.
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ZeosPantera

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Re: Tiger2
« Reply #74 on: December 03, 2013, 04:24:58 am »

Vintage tank being something as old as the Tiger 2. Also yeah murkz. Where is he I want my T1!
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