Post by UNN on Jul 11, 2005 6:07:16 GMT -5
Hi,
This is is a copy of a post I made here:
www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=12a2abaaf34185488ecb2470f222a4c6;act=ST;f=54;t=47187;st=45
I started on an example mission, to try and break the problem down further. It does help, and it reveals some unusual behaviour with tides and bridges.
UNN Height Test.Noe
The mission has two radio commands, the first just positions the guns at a constant height of 19.05686. One gun over water, the other over the bridge. Both are affected by the tides. If you increase 19.05686 by a tiny amount to 19.0569, the gun gets positioned to far above the bridge.
So far so good, no surprises here.
But it did occur to me that, it did not matter when I ran the scripts. When the tide was at it's highest or lowest, the gun still appears in the same place. Which is odd, as given the tiny threshold of the bridge position I mentioned above. You would have thought that if the script was run when the tide was at it's highest point, the gun would appear above the bridge. But it does not. So I can only assume the guns position relative to the bridge is decided when Setpos is called. Then another chunk of OFP code decides how the tide effects the position, and ignores the bridge rules?
This is beginning to explain why, when I try to compensate for the tide with SetPos, I start hitting problems. You can see its possible to compensate for the tide by running the second radio option (no need to restart the mission). The gun is steady as a rock.
For the UKF Machine Gun to work, it needs to be positioned roughly 1.44 meters above the ground. In order to do this and compensate for the tide, I end up moving the gun out of the bridge's threshold, and the whole effect is ruined.
Thanks to HateR_Kint and Sa8Geko I have the M1A1 to compare my results. It's gun has to be positioned about 2.25 above the ground, and works perfectly. So I tried to re-position it's gun to 1.44m, as soon as I did that the problem returns. So roughly I now know that anything placed between 1 to 2 meters above a bridge is going to cause problems. I will try and determine the actual figures later.
It may turn out that unfortunately (as far as bridges are concerned) the UKF mg lies in this bad zone. Obviously you cant change the UKF model to reflect the ideal height, that would just look silly? If I change the pivot point of the MG, that will ruin the effect of the gun being attached to the parent vehicle. So really it's up to you guys how\if you want to proceed. For the trailer scripts, you will have to ensure the pivot point is either above or below this threshold, for it to work on bridges. Which might not be so bad, as the trailer is allowed to moved independently from the towing vehicle, and will not really spoil the effect to much.
If anyone can get the MG in my example mission to sit 1.44 meters above the roadway, and remain static please do.
Cheers
This is is a copy of a post I made here:
www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=12a2abaaf34185488ecb2470f222a4c6;act=ST;f=54;t=47187;st=45
I started on an example mission, to try and break the problem down further. It does help, and it reveals some unusual behaviour with tides and bridges.
UNN Height Test.Noe
The mission has two radio commands, the first just positions the guns at a constant height of 19.05686. One gun over water, the other over the bridge. Both are affected by the tides. If you increase 19.05686 by a tiny amount to 19.0569, the gun gets positioned to far above the bridge.
So far so good, no surprises here.
But it did occur to me that, it did not matter when I ran the scripts. When the tide was at it's highest or lowest, the gun still appears in the same place. Which is odd, as given the tiny threshold of the bridge position I mentioned above. You would have thought that if the script was run when the tide was at it's highest point, the gun would appear above the bridge. But it does not. So I can only assume the guns position relative to the bridge is decided when Setpos is called. Then another chunk of OFP code decides how the tide effects the position, and ignores the bridge rules?
This is beginning to explain why, when I try to compensate for the tide with SetPos, I start hitting problems. You can see its possible to compensate for the tide by running the second radio option (no need to restart the mission). The gun is steady as a rock.
For the UKF Machine Gun to work, it needs to be positioned roughly 1.44 meters above the ground. In order to do this and compensate for the tide, I end up moving the gun out of the bridge's threshold, and the whole effect is ruined.
Thanks to HateR_Kint and Sa8Geko I have the M1A1 to compare my results. It's gun has to be positioned about 2.25 above the ground, and works perfectly. So I tried to re-position it's gun to 1.44m, as soon as I did that the problem returns. So roughly I now know that anything placed between 1 to 2 meters above a bridge is going to cause problems. I will try and determine the actual figures later.
It may turn out that unfortunately (as far as bridges are concerned) the UKF mg lies in this bad zone. Obviously you cant change the UKF model to reflect the ideal height, that would just look silly? If I change the pivot point of the MG, that will ruin the effect of the gun being attached to the parent vehicle. So really it's up to you guys how\if you want to proceed. For the trailer scripts, you will have to ensure the pivot point is either above or below this threshold, for it to work on bridges. Which might not be so bad, as the trailer is allowed to moved independently from the towing vehicle, and will not really spoil the effect to much.
If anyone can get the MG in my example mission to sit 1.44 meters above the roadway, and remain static please do.
Cheers