@lewishasnoiq
You're welcome ;)
I'm still trying to figure it out myself also. (emphasis on "trying," lol)
Weight of the vehicle and number of wheels affect the performance quite a bit, so I can't just copy-paste them from a heavy tank to a light armor, but I still don't quite know how exactly it works.
If you want more info on resizable wheel oddities about traction and slipForwardExtremum and stuff, search for "Extremum" on the site. There are some useful forum posts discussing that.
Oh also, Traction values are multiplier of these (forward and sideways respectively).
Quoting @JumpingJack from this forum post (https://www.simpleplanes.com/Forums/View/1179745/Did-I-Find-A-Bug-Drifting-problem-on-car):
3,467 JumpingJack Reply
(@)theeunknown oh. Well I figured it out I think. Extremum is the max force the tires can handle before the tires lose traction and the asymptote is the amount of grip the tires are allowed to get after said traction is lost. You cannot assign negative or the number 0 values to these two and tire traction is a scale modifier for these two things although I don't reccomended going over 2. you'll want more forward traction than sideways traction in cars since more rubber is contacting laterally/side to side on the road for acceleration than rubber is front to back for cornering. Also a thing to note is that for slip extremum the higher the value is the easier it loses traction. the biggest changes happen between 1&100 values. For slip asymptote the higher the value is, the more grip you'll have after traction is lost. Biggest changes happen between 1&200 values, although you can go over 200 for both and still see a change. Hope this helped
Nice tank and Huey, happy to see this style of resizable wheel based tracks on more builds:)
Noticed the wheels do the weird slip thing when stationary though, you can tweak the slipForwardExtrenum and Asymptote value in XML if you want to make that stop and maybe even low-physics proof the tank.
In short, heavier the load on each wheel (ie heavier the vehicle), higher the values need to be.
.
.
Here's the settings of the wheels of my tank (M103), it probably won't work on your tank without changes, so tweak the values and find the sweet spot if you gonna try this.
Common settings:
Mass - 3
slipForwardExtremum - 30
slipForwardAsymptote - 200
slipSidewaysExtremum - 10
slipSidewaysAsymptote - 120
-Forgot the reasons, but Asymptote should be higher than Extremum.
.
-I kinda forgot why I've increased wheel mass, but I think it had to do with the weight of the tank (58,600kg). Larger wheel mass maybe made it act less weird (ie less slip thing when stationary) especially on Low Physics mode, but I'm not sure. Extremum and Asymptote need to be higher though if the wheel mass is larger. Wheels will do the slip thing otherwise.
Forward moving wheels
(3 per side, 5 if include fore/aft most angled ones) *wheel numbers are irrelevant here.
Traction FWD - 1.5/150%
Traction Sideways - 1.5/150%
maxAngularVelocity - 15
Impressed by the glide capability and camera steering control of these, cool build.
I have a guided bomb of somewhat similar function (manual control or fire and forget) and working on improved versions, but they can't glide like this one yet.
Nice demonstration.
To be frank, I'm not interested in adopting that type of tracks right now since it's too costly and I like my system, but that climbing capability is pretty impressive. Does that system work with smaller roadwheels (& sprockets/return rollers) as well?
@DatRoadTrainGuy19
Feel free to DatRoadTrainGuy19, just give me a credit:] Oh and if you plan to use someone's walking mechanism, please give them the credit as well
@ReinMcDeer
That would be cool, oh yeah
You can probably do something similar with normal fuselage parts as well, if you have two set of windows with one set painted in emissive color, and placed on a piston or something. Piston extends and growing windows pop up and over the normal ones. May require complex funky coding to make them turn on/off at fixed interval, though.
Forgot to mention, but please feel free to use the lighting effect thing on your build. Credit would be appreciated. Not sure if I'm the first one to do this though, and the idea/tech itself isn't new.
Camera's part variable bug
When there's more than 1 camera with the same "Is Active" variable name (two cameras with "CameraA" in the "Is Active" field for example), that variable/funky codes using that specific variable stop working. (iOS)
Gun parts - can't change zeroOnDeactivate
I can't edit "zeroOnDeactivate" value of wing gun & gatling gun. I assume this is because these parts don't have the "InputController" menu (not in the Overload at least). Would be nice if you could change the value. (Tested with both "true" and "false")
Below Solved
-Turns out 'false' was the default for Roll and Pitch. Gyro & zeroOnDeactivate
I cannot edit "zeroOnDeactivate" value of gyro's pitch and roll input for some reason, although I CAN edit it for Yaw input (ie set it to false). Would be nice to be able to change the value for pitch and yaw as well.
This is a video demonstration of my in-progress airlift-capable army project. It will be a all-in-one pack of a large STOL cargo jet, a tank (M103), and some light armors. Basically a small unit of army with individually controllable vehicles you can airlift to another island. Still far from completion, things like cargo lock needs further improvement (though it may not get one). It's a rather ambitious project for me, so I'm intending to take it slow and steady.
*Used a pre existing pic I took for my M103 as the thumbnail.
Info update, current wing gun damage seems to be 30. When you set damage value to 30 in xml with Overload and open xml again, "damage" parameter disappears (Overload does this with some parameters when the value is default). Doesn't happen with anything higher, or anything lower.
Looks really nice!
I think the plane is a little too light, which makes the engine feel a bit too powerful for the weight though (jumps like rodeo horse when taxing, haha). I think increasing the weight to make it weigh as much as the actual plane (about 12,000kg empty according to wikipedia) might improve the ground handling, just my two cents.
Fun to fly nonetheless!
@DatRoadTrainGuy19
That's Mk30 Fragmentation Chocolate Cake, Mk65 Chocolate Moose is strictly reserved for friendly elite units and 100% safe for consumption.
@Ihavesnowball
Haha, glad you like it! As I wrote in the description though, I've borrowed a lot of components from other people's builds, and I definietly recommend you check them out, they are really cool stuff:) (if you haven't yet!)
P.S.
Oh, and I can't make a promise that I'll be building more tanks like this, I like building airplanes and other things just as much. Would love to see more tanks with this style of tracks though, maybe you should build one, hehe
@DatRoadTrainGuy19 image link
This tank is the closest thing I have now to publishing, taking pics, writing descriptions (which also takes time) and stuff now.
@DatRoadTrainGuy19
Yeah, you could say that. Sorry for the optimistic estimate. I've got other problems to deal with too, tho, and building stuff just gets pushed aside in times of stress. You know, priorities. I don't want to publish unfinished things, and I constantly get new ideas to improve things, so that doesn't help either:/
@ThatOneRoadTrainBuilder19
Patience, friend.
I'm sorry it's taking a long time, but I'm doing this for fun, yknow, in my own time. And I want it to be good or at least decent
@ThatOneRoadTrainBuilder19
I'll be honest, I totally forgot about it until I read your comment. Haha. Thanks for reminding me about it.
It's almost finished (has been for the last few months), so I'll try to upload it in a few days, but can't promise. In the meantime, I have a brand new tank nearly complete and preparing for upload, so look forward to it
1)Parachute 'floor smooth/& argument' bug
Parachute with this code causes a bug where the plane spawns below sea level and game crashes. I suspect the presence of & argument or the two arguments within the activation part + parachute quirks/bugs is what's causing the glitch.
I tried another code with the '&' argument part as a custom variable (using clamp01), but the result was the same.
2)Gauge 'hide option' bug
In designer, if you set a gauge's "hide base" property to true and hide and unhide the part (with the general designer option), base shows up again (stays hidden in flight mode).
3)Beacon light activation group bug(?)
Neither the Beacon Light or Formation Light part accept FT for its activation group.
Aug 5 Update
4)Small Pylon
Top attachment point of Small Pylon cannot be attached to a fuselage block, weapons, or another small pylon (unlike its larger counter part), and probably many other. I suspect it can't be attached to anything but wing parts.
I find this rather inconvenient.
@lewishasnoiq
+1You're welcome ;)
I'm still trying to figure it out myself also. (emphasis on "trying," lol)
Weight of the vehicle and number of wheels affect the performance quite a bit, so I can't just copy-paste them from a heavy tank to a light armor, but I still don't quite know how exactly it works.
If you want more info on resizable wheel oddities about traction and slipForwardExtremum and stuff, search for "Extremum" on the site. There are some useful forum posts discussing that.
Oh also, Traction values are multiplier of these (forward and sideways respectively).
Quoting @JumpingJack from this forum post (https://www.simpleplanes.com/Forums/View/1179745/Did-I-Find-A-Bug-Drifting-problem-on-car):
+1Nice tank and Huey, happy to see this style of resizable wheel based tracks on more builds:)
Noticed the wheels do the weird slip thing when stationary though, you can tweak the slipForwardExtrenum and Asymptote value in XML if you want to make that stop and maybe even low-physics proof the tank.
In short, heavier the load on each wheel (ie heavier the vehicle), higher the values need to be.
.
.
Here's the settings of the wheels of my tank (M103), it probably won't work on your tank without changes, so tweak the values and find the sweet spot if you gonna try this.
-Forgot the reasons, but Asymptote should be higher than Extremum.
.
-I kinda forgot why I've increased wheel mass, but I think it had to do with the weight of the tank (58,600kg). Larger wheel mass maybe made it act less weird (ie less slip thing when stationary) especially on Low Physics mode, but I'm not sure. Extremum and Asymptote need to be higher though if the wheel mass is larger. Wheels will do the slip thing otherwise.
-I've noticed that wheels/tank won't be able to go over obstacles if the spring is too weak, probably regardless of wheel size or the damper value.
+1Wow... It's the Iron (Freaking) Giant that transforms... in SP. Too cool for my poor English vocabulary.
I never imagined myself getting the 'deep sea fear' goose bumps from an SP-MP video... that was creeeepy.
+1So, what software did you really use?
Don't worry, I'm a doctor, you can be honest with me.
...
+1Hooooly crap! This is too cool.
Impressed by the glide capability and camera steering control of these, cool build.
I have a guided bomb of somewhat similar function (manual control or fire and forget) and working on improved versions, but they can't glide like this one yet.
+1Love the design, works great!
+2Nice demonstration.
To be frank, I'm not interested in adopting that type of tracks right now since it's too costly and I like my system, but that climbing capability is pretty impressive. Does that system work with smaller roadwheels (& sprockets/return rollers) as well?
@DatRoadTrainGuy19
+1Feel free to DatRoadTrainGuy19, just give me a credit:] Oh and if you plan to use someone's walking mechanism, please give them the credit as well
@ReinMcDeer
That would be cool, oh yeah
You can probably do something similar with normal fuselage parts as well, if you have two set of windows with one set painted in emissive color, and placed on a piston or something. Piston extends and growing windows pop up and over the normal ones. May require complex funky coding to make them turn on/off at fixed interval, though.
Forgot to mention, but please feel free to use the lighting effect thing on your build. Credit would be appreciated. Not sure if I'm the first one to do this though, and the idea/tech itself isn't new.
Camera's part variable bug
When there's more than 1 camera with the same "Is Active" variable name (two cameras with "CameraA" in the "Is Active" field for example), that variable/funky codes using that specific variable stop working. (iOS)
Gun parts - can't change zeroOnDeactivate
I can't edit "zeroOnDeactivate" value of wing gun & gatling gun. I assume this is because these parts don't have the "InputController" menu (not in the Overload at least). Would be nice if you could change the value. (Tested with both "true" and "false")
Below Solved
-Turns out 'false' was the default for Roll and Pitch.
Gyro & zeroOnDeactivate
I cannot edit "zeroOnDeactivate" value of gyro's pitch and roll input for some reason, although I CAN edit it for Yaw input (ie set it to false). Would be nice to be able to change the value for pitch and yaw as well.
This is a video demonstration of my in-progress airlift-capable army project. It will be a all-in-one pack of a large STOL cargo jet, a tank (M103), and some light armors. Basically a small unit of army with individually controllable vehicles you can airlift to another island. Still far from completion, things like cargo lock needs further improvement (though it may not get one). It's a rather ambitious project for me, so I'm intending to take it slow and steady.
*Used a pre existing pic I took for my M103 as the thumbnail.
+4@DatRoadTrainGuy19
You're welcome:) hope you like it.
Sorry it's taking so long to finish these though
@GrFrog
Thanks!
I have a working version if you haven't seen that yet
[link
@SheriffHackdogMCPE
+1Mmhm!
I have a little surprise hidden in the building for when you hit the it with a bomb :]
@OrdinaryTankBuilder
+1Can't promise I'll make more tanks, but I'm working on some non-tank tracked armors
Info update, current wing gun damage seems to be 30. When you set damage value to 30 in xml with Overload and open xml again, "damage" parameter disappears (Overload does this with some parameters when the value is default). Doesn't happen with anything higher, or anything lower.
+2That was pretty rad!
+1Building in the vid (unfinished WIP build, please read the description): WIPD HQ v2-8
@rimiha
Thank you!
@TRD
Thanks!
Fun to fly and cockpit is really nice, beautiful build!
Beautifully made!
Looks really nice!
+3I think the plane is a little too light, which makes the engine feel a bit too powerful for the weight though (jumps like rodeo horse when taxing, haha). I think increasing the weight to make it weigh as much as the actual plane (about 12,000kg empty according to wikipedia) might improve the ground handling, just my two cents.
Fun to fly nonetheless!
@DatRoadTrainGuy19
+1That's Mk30 Fragmentation Chocolate Cake, Mk65 Chocolate Moose is strictly reserved for friendly elite units and 100% safe for consumption.
@DISHWASHER2005
Cool tracks, would be great if we could do this type of tracks with lower parts count/performance cost.
@SimpleTankers
+1Set the barrel recoil to 0, and make sure that everything else is identical (position must be the same).
@Ihavesnowball
Haha, glad you like it! As I wrote in the description though, I've borrowed a lot of components from other people's builds, and I definietly recommend you check them out, they are really cool stuff:) (if you haven't yet!)
P.S.
Oh, and I can't make a promise that I'll be building more tanks like this, I like building airplanes and other things just as much. Would love to see more tanks with this style of tracks though, maybe you should build one, hehe
@Ian_Yashima
Thanks!
Good target when playing with your big walkers as well (they are fun to drive, love your mechs)
@EstevanTB
Thank you:)
@ReinMcDeer
Oh yeah, I'd totally love to see your M1 with this style of tracks:)
@EthanGoBrr1312
+1Hehe, tenks
@DatRoadTrainGuy19
+1Mmhm, highly important strategic resource
@ShocK69
Oh yea. I would love to see more vehicles with this type of tracks
@IceCraftGaming
+1Thanks! Very happy with how they turned out myself
Nice boat, I might hesitate to use the toilet on this boat though.. haha
Nice build, fun to drive (sail in?)!
@MyReaktorIsLeak
+1Thanks, glad you liked it!
Love the low-poly style, fun to fly as well!
+5@DatRoadTrainGuy19
+2It's unfinished, haven't completely abandoned it though
@Otana
+1Thank you!
@DatRoadTrainGuy19
image link
This tank is the closest thing I have now to publishing, taking pics, writing descriptions (which also takes time) and stuff now.
@DatRoadTrainGuy19
Yeah, you could say that. Sorry for the optimistic estimate. I've got other problems to deal with too, tho, and building stuff just gets pushed aside in times of stress. You know, priorities. I don't want to publish unfinished things, and I constantly get new ideas to improve things, so that doesn't help either:/
@ThatOneRoadTrainBuilder19
Patience, friend.
I'm sorry it's taking a long time, but I'm doing this for fun, yknow, in my own time. And I want it to be good or at least decent
@ThatOneRoadTrainBuilder19
I'll be honest, I totally forgot about it until I read your comment. Haha. Thanks for reminding me about it.
It's almost finished (has been for the last few months), so I'll try to upload it in a few days, but can't promise. In the meantime, I have a brand new tank nearly complete and preparing for upload, so look forward to it
1)Parachute 'floor smooth/& argument' bug
Parachute with this code causes a bug where the plane spawns below sea level and game crashes. I suspect the presence of & argument or the two arguments within the activation part + parachute quirks/bugs is what's causing the glitch.
(activationGroup)
floor(smooth(SelectedWeapon="R61" & ammo("R61")=0)<1,1/1))
I tried another code with the '&' argument part as a custom variable (using clamp01), but the result was the same.
2)Gauge 'hide option' bug
In designer, if you set a gauge's "hide base" property to true and hide and unhide the part (with the general designer option), base shows up again (stays hidden in flight mode).
3)Beacon light activation group bug(?)
Neither the Beacon Light or Formation Light part accept FT for its activation group.
Aug 5 Update
4)Small Pylon
Top attachment point of Small Pylon cannot be attached to a fuselage block, weapons, or another small pylon (unlike its larger counter part), and probably many other. I suspect it can't be attached to anything but wing parts.
I find this rather inconvenient.
Playing on iPhone (1.12.128)
+2@Sparky6004
Brbrbrbrbrbrb
Glad you enjoyed it, thanks! John madden football
Nice plane, fun to dogfight with!