-
Posts
258 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Posts posted by diedir
-
-
Ok Josh
it's working well with my HD 5850 GREAT !
thanks for this very easy fix
great news !
you might tell to people
-
-
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
-
@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,...
-
i updated to 11.6 last evening and the bug was still
only Dirt3 running better so i will stay with 11.6
-
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.
-
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....
-
Hi
is it possible to be a seller from a foreign country ? (France in my case)
Do we need a Tax ID too ? or can't you take the Tax Fees before seller's payment ?
Glad to see LE grows by the way
Cheers
-
location Rouen France
1) 1.1 Mo/s stable
2) 400/900 Ko/s unstable
3) 1.2 Mo/s stable
-
lol more fun than stuttering cars .....
-
Wow very nice GUI and well set up for atmosphere, nice beginning,
hope you will go far not only on this road...
-
well that is the great news !
bullet would be great !
cars need love !
thank you Josh for reconsidering physics
-
thank you very much for the scaling possibilities while keeping physics is a must
for users, thanks a lot
working great for me
-
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
-
you are lucky (have something to read)
"sorry no new content" for me for now
-
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 ?
-
thanks Lumooja for your tuning tricks
i will try that later too,
for the moment, i set the world at Vec3(1000) and cannot reproduce the weird physics since...
hope it vanished
-
Thanks for your answer
never knew about that end of the Newton world (wasn't 12.21.2012 ?)
i am curious though while my world is 256x256 wide
but i will try if it happen again... soon i presume
thank you
-
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
-
well i am not selfish or jalous,
sharing the topic to all as long as interesting talk/people there !
take a beer and have a look, that's my way...
-
Great work, very well done !
brilliant !
bravo
-
Thank you Lumooja
i have to dig that a bit, isn't a feature that LE could (should) include ?
-
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
-
you need to update one more time because Josh made some new terrain tweaks some days ago
update and the shaders pak will be up to date.
hope it helps
LUA GUI
in Programming
Posted
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