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Author Topic: Tank M4A3-76 (edit script problems)  (Read 47768 times)
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yl9961027
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« on: January 04, 2012, 04:48:24 PM »

1. How do I set " points (of mass * distance from center of gravity) "?
2. In the script, engine torque unit is kg*m. I got an engine torque data is 1000 lbs/ft. How do I convert?

beta-version 1.6 Sherman M4A3-76(rkka):
http://www.4shared.com/rar/EHMIKxMO/m4a3_76v15_rkka.html
« Last Edit: February 27, 2012, 11:25:40 AM by lockie » Logged

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Donken
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« Reply #1 on: January 04, 2012, 05:37:31 PM »

1. I have no idea, ive never bothered to look into that

2. This im not shure about. Afaik you dont measure engine torque/inertia in kg*m its in either lbs/ft or Nm (kg*m is pressure/density). So the nearest right inertia is Nm (metric system). So just convert lbs/ft to Nm. Thats what i did on both Jagdtiger and Jagdpanzer and they both behave pretty realistic.
« Last Edit: January 04, 2012, 06:03:33 PM by Donken » Logged

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Rends
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« Reply #2 on: January 04, 2012, 09:34:56 PM »

I bookmarked this site years ago and it´s´quit easy to convert metric to imperial or vice verca or whatever you want to convert.

http://digitaldutch.com/unitconverter/
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lockie
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« Reply #3 on: January 04, 2012, 09:35:37 PM »

1. How do I set " points (of mass * distance from center of gravity) "?
I'd suggest u to take a closest parameters to er model, i.e. from KV-1.
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Kyth
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« Reply #4 on: January 05, 2012, 09:58:40 AM »

I suggest to base your scripting on the nearest equivalent AFV (maybe the Panzer IV) and fine-tune it from there,
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yl9961027
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« Reply #5 on: January 06, 2012, 03:27:45 AM »

Thank you everyone! Smiley
I have a new question. How do I create the gunsight? (As I already have pictures.)
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Kyth
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« Reply #6 on: January 06, 2012, 05:12:54 AM »

Thank you everyone! Smiley
I have a new question. How do I create the gunsight? (As I already have pictures.)

You first have to create the sights as '.emf' files. These are vector-based formats, which aren't easily converted from picture files. 
Not sure which program can create emf files, other than 'Microsoft Visio'.

Then convert the 'emf' to 'go' files.

Easy, isn't it?  Smiley
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yl9961027
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« Reply #7 on: January 06, 2012, 03:15:34 PM »

Thanks Kyth!
But how do I convert ".emf" to ".go"? There are a variety of vector formats. Such as DWG format. The emf is the only way?
BTW, what is the size of the emf? Length x width=?
« Last Edit: January 06, 2012, 03:24:02 PM by yl9961027 » Logged

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lockie
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« Reply #8 on: January 06, 2012, 03:36:48 PM »

yl9961027, u can check out my source file for the StugIII gunsight.
http://www.4shared.com/rar/FZsLFyQ7/reticle_stug.html
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yl9961027
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« Reply #9 on: January 07, 2012, 04:13:13 AM »

Thanks lockie!
I have modified my file. I have been save them for EMF format. The question now is how to convert them into .go files. Sorry, I'm very poor knowledge in this area. I send .emf files to your e-mail. Can you check them?
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lockie
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« Reply #10 on: January 07, 2012, 04:20:09 AM »

The question now is how to convert them into .go files.
It's very easy. Start Object Editor-> press F8-> select emf file and u got a "go" file.
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yl9961027
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« Reply #11 on: January 07, 2012, 04:36:26 AM »

Thank you very mach! Grin
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yl9961027
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« Reply #12 on: January 10, 2012, 01:25:29 PM »

Hi! Guys! I have a new problem. 8)
I am setting the parameters of shells. I do not understand the meaning of several parameters:
ArmorPiercing action
Normal at which ricochet
The influence of gravity m/s^2
Name of the object shell
Title cartridge shells

I hope someone can explain.
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Kyth
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« Reply #13 on: January 10, 2012, 02:20:58 PM »


ArmorPiercing action
Normal at which ricochet
The influence of gravity m/s^2
Name of the object shell
Title cartridge shells


Normal at which ricochet - sounds like the angle at which the shell starts skimming off an armoured surface.
The influence of gravity m/s^2 - acceleration due to gravity. This is 9.81 m/s2 in real life. In the game, it's 8.  Don't ask me why Huh?
Name of the object shell - 3D model of the shell
Title cartridge shells - 3D model of the empty shell casing

Good luck.
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frinik
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« Reply #14 on: January 10, 2012, 03:12:56 PM »

Armour Piercing value indicates what will be the penetration value of a given shell.The problem is that there are no mean values for the shells because they are in correlation with other values such as the calibre, weight, explosive content, velocity, gravity, length of gun barrel etc.

For example while the 88 mm shell Pzgr39/88 of the Tiger has a penetration value of 0.91 and the 75 mm shell Pzgr39/42 of the Panther Ausf. D  of only 0,89 in the game the penetration value of the Pzgr.39é42( theoritically and in fact in real life and in the game) is superior because the the Kwk42 of the Panther has 70 barrel length while the Tiger`s Kwk36 only has 56.The velocity of the Pzgr 39/42 at 935 metres/second is superior to the 773 m/s of PZgr 39/88 and the explosive filler of the Pzgr 39/42 is 200grams vs 60 grams for the Pzgr. 39é88.The lighter weight of the 75 mm shell 7.2 kilos vs 9.8 gives it the ability to fly longer in a striaght line before gravity curves it`s trajectory towards the ground.However the heavier weight of the Pzgr39/88 allows it to have much punch at distances beyond 1200 metres and to inflict more damage when penetrating enemy armour.
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lockie
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« Reply #15 on: January 10, 2012, 04:10:33 PM »

IMHO, the best way to set up Armour Piercing is shooting to the target. U've, i.e. T-34-76 and AP must penetrate at the distance 500m etc.
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yl9961027
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« Reply #16 on: January 11, 2012, 09:12:56 AM »


ArmorPiercing action
Normal at which ricochet
The influence of gravity m/s^2
Name of the object shell
Title cartridge shells


Normal at which ricochet - sounds like the angle at which the shell starts skimming off an armoured surface.
The influence of gravity m/s^2 - acceleration due to gravity. This is 9.81 m/s2 in real life. In the game, it's 8.  Don't ask me why Huh?
Name of the object shell - 3D model of the shell
Title cartridge shells - 3D model of the empty shell casing

Good luck.

About "The influence of gravity m/s^2", I found that different shells have different value. Such as the PZGR39_75’s value is 7, but the PZGR40_75 is 9. Is this value obtained by calculating it? Is there a formula?

Shell and empty shell casing have a 3D model? Shocked I did not see them in the go folder. Is this uses in the internal view? If I do not have an internal view, I can replace it with the existing models?
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yl9961027
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« Reply #17 on: January 11, 2012, 09:15:34 AM »

IMHO, the best way to set up Armour Piercing is shooting to the target. U've, i.e. T-34-76 and AP must penetrate at the distance 500m etc.
Do you mean to use this method to test ballistic and penetration?
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Donken
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« Reply #18 on: January 11, 2012, 09:24:40 AM »


ArmorPiercing action
Normal at which ricochet
The influence of gravity m/s^2
Name of the object shell
Title cartridge shells


Normal at which ricochet - sounds like the angle at which the shell starts skimming off an armoured surface.
The influence of gravity m/s^2 - acceleration due to gravity. This is 9.81 m/s2 in real life. In the game, it's 8.  Don't ask me why Huh?
Name of the object shell - 3D model of the shell
Title cartridge shells - 3D model of the empty shell casing

Good luck.

Shell and empty shell casing have a 3D model? Shocked I did not see them in the go folder. Is this uses in the internal view? If I do not have an internal view, I can replace it with the existing models?

Yes, but they only work on tanks with cocpits. You also need shpaths.engcfg files etc etc (long procedure). and the .go files is probably something you need to extract from the .datapack files Tongue
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Kyth
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« Reply #19 on: January 11, 2012, 09:46:00 AM »

IMHO, the best way to set up Armour Piercing is shooting to the target. U've, i.e. T-34-76 and AP must penetrate at the distance 500m etc.
Do you mean to use this method to test ballistic and penetration?

It's what is known as a 'Fudge Factor'  Smiley

You use the 'armour piercing factor' value to bring the in-game performance into line with real-life performance data.
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