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diedir

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Posts posted by diedir

  1. So ok it is a very old post but :

     

    What GUI is really available and working with the 2.43 version of LE ?

     

    Do we need to wait for LE3 to have an integrated gui ?

    Thank you for any answer because a lot of things are missing from forum to download since the crash

  2. if you ask me, i put the car with the named (left_front, right_front,etc..) wheels in place exported all and make phygen then so you can put it for viewing, bumping

    and exported later the four wheels independently without phygen and load the model for driving with appropriate drive_car.lua.

    it works for me, hope it helps

    post-37-0-28506800-1308686103_thumb.jpg

  3. @Kronos

    personaly i put this ::

    speed = math.abs(carobject.model:GetVelocity(0).z)

    chassis:SetForce(Vec3(0,-300+speed,0)) 

    it is not the best solution i guess but it works as i need.

     

    @Dozz

    i never suspected the scale but perhaps i need to try your thoughts.

     

    for now i am stuck with conversion from obj to gmf which is no easy for a vehicle, need to export obj hierarchy,...

  4. I can't do a demo now cause i'm far from that , all i do is testing and the multiple tests i did conclued by:

     

    very low suspensionlength =0.1

    high springconstant =280.0

    very high springdamper =800.0

    mass of 2.8

     

    and before 2.43 all was right (except the physic stuttering=>needed to reboot pc to resolve), the vh reacted exactly as i wanted (like rc buggy that i drove for long time):

    very low chassis

    no bumpy at all

    absorbing all the road defaults with ease

    turning tight

     

    no the tweakings are very close to be realistic but currently physics is not accurate.

  5. Hi gilmer and Vital

    yes the problem is still there, if you stick with Lumooja (well done) draw you can't create a RC buggy like i wanted,

     

    BUT :

     

    i saw a very great "tractor" simulation sometimes ago and there was great physic apparently, and the wheels overstepped the body.

     

    I did a well hull which emcompassed all the car wheels but without success, the physics still degenerates the second video is one of the hull transformation.

    No for me, cars need some more love here, tutorials, exemples etc.... viperscout was locked so no chance to find the way to go (observing the skull)...

    plus the ground bug for ATI who raised , not good moment for me....

  6. Hi personally i put force on Y axis depending of velocity and adding less friction to body

     

    as my code is "almost" working as i wanted, here it is:

     

    local roue
               local air = true
               speed=nil
               for roue=0,3 do
                   if carobject.vehicle:TireIsAirborne(roue)==0 then
                   speed = math.abs(carobject.model:GetVelocity(0).z)
                   air = false
                   break
                   end
               end
               ----si vh sur terre on freine
               if not air then
               chassis:SetFriction(0.3,0.2)
               chassis:SetForce(Vec3(0,-300+speed,0)) 
               end
    

     

    hope it helps

  7. i found a big problem when my model hurts a big static model

     

    when my model hurting static tubes in the AABB of the static model

     

    then my car get frozen to static even adding force to move it fails

     

    i put "worldsize" very big size with no luck, physics inside static physics not working for me.

     

    after colliding with static meshes, the model sometimes flies far in the sky and get frozen;

    the mass of the car is 2.0 to stick a bit with reality.

    perhaps it is not enough ?

    post-37-050473800 1284497525_thumb.jpg

  8. Hi all

     

    before updating the graphic driver to 10.7 on an HD 5850 with vista 64 with LE 2.40,

    i never notice that:

    at beginning of my scene all is ok but near the end of the terrain limit (20 meters ~=),

    while playing with my car, jumping and crashing, suddenly the physics stops to respond :

    the car stays in the air with no steer and a limited to nothing torque (wheels turning a bit then stop)

     

    only solution is to start the scene again...

     

    i try to add a "SetForce(model)" in z axis to force physics but only work a time...

     

    is it the ATI driver or otherwise an Newton physics issue ?

     

    i don't try to reverse driver, tricky thing i assume...

     

    am i the only one in that case ?

     

    thanks for answer or testimonies

     

  9. Hi all

     

    i know that in C++ with the good (DLL ?) library ( can't remember which one) people can bind a gamepad to his game,

    but in LUA ?

     

    is it possible to link a library, and if yes, how ?

    did someone did it with lua full scripting ?

     

    it is really a must for a race gamer to have a wheel or a gamepad (prefer it)

     

    thank you

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