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Author
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Topic: Funky Vehicles ready
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Archy Pilot
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posted 12-07- 04:37 PM
Well I have got 4 funky vehicles to start with: FunkyTiger,FunkyFlak,FunkyTanker, and an improved Funkytruck. see the post in the downloads section about funky trucks.I'll put together some Funky missions to try tonite! (for those that dont know, these funky vehicles will provide human controllable moving and firing ground units for online play) how bout a battle of the bulge mission for starters(haven't been able to convert the sherman, so it would have to be tiger vs tiger) mission: 2 funkytigers per side - mission targets, 2 38s for Allies, 2 fw190's for Axis loaded with bombs for some close air support hehe. maybe a funkyflak or funkytruck per side thrown in for a little AA action.
[This message has been edited by Archy (edited 12-07-1999).] IP: Logged |
Archy Pilot
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posted 12-07- 07:34 PM
This just in: The Germans have launched a surprise attack in the Ardennes Forest! The American positions were caught off guard and were overun by the German armor. The American forces are rallying at St. Vith. Be there on California 12 at 7pm Pacific time! (Funky Vehicles Required!)
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Pete Hawk Pilot
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posted 12-08- 10:34 AM
Whats the best way to drive these? I can get the FunkyTruck to move, yet it's only like at 36 MPH, but the others don't move for me at all. Guns don't fire either. Is it just my machine or ?IP: Logged |
Archy Pilot
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posted 12-08- 12:18 PM
The others still need work Pete. I was testing them at one of the airfields, trying to get more realistic top end speed, they do all move and shoot for me. At the base where I was testing them, it is flat, and they still are a bit faster than they are in the real world, however, they won't climb hills at all. Others had problems with the funkytiger too, but it is working for me. Test: make sure your on flat terrain in the drivers position, full throttle, brake off, and wait, see if it goes.IP: Logged |
Werner Molders Pilot
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posted 12-08- 05:05 PM
Archy - Great work man. I've cooked up a simple yet fun mission for use with the FunkyTruck. I must say its a great stress reliever, especially with unlim ammo on. Anyhow, in my travels I have discovered the following:1. It takes way too long between when you hit 'e', then 'b', then throttle up to when your vehicle actually moves. This seems to be consistant with all the vehicles. 2. What is the rate of fire on the Tiger's main gun? When I hold my cannon trigger down, it only fires once. 3. Does that gun on the Funky Tanker fire? How? 4. Is there any way to put sights on the FunkyTruck's turret? 5. Could you rework the tiger so that tilting your joystick L/R changes direction, but twisting the joystick rotates turret (view would follow turret) and tilting Front/Back controls main gun elevation? This would make using the tank much easier. Also, it would be great if the view was through a set of sights that followed the main gun, so it could be more effective. 7. Damage points for the various guns needs to be verified. For example, I think the Tiger's shell damage power needs to be greatly increased. 6. Max speeds are still high on all of the vehicles. 7. Would it be possible to put a second engin e in the back of the vehicles so that, to back up (from say a hull-down position) you could turn off engine 1, turn on engine 2 and back up? Archy - These are things I'm sure you are aware of, and I know this is in early beta stage, I just figured it would be worth mentionning. I love the vehicles, and if their handling characteristics improve, we may start to see online REGIMENTS/DIVISIONS as well as SQUADRONS for FS. So much for 'those other guys'.  Great work, Werner  ------------------ Do you support SDOE online? Email Werner to be listed in SDOE's online phonebook today! IP: Logged |
Archy Pilot
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posted 12-08- 07:05 PM
Im fairly new to being involved with openplane so I'll prolly make a few mistakes. But to answer some questions. 1. Yeah, it takes a long time to get those funky trucks going, but in an effort to reduce their top end, I reduced their horsepower, and increased the weight on a few. They start way to slow, and still end up going too fast, and that can't climb hills! Hopefully we will be able to find a good balance, but who knows for sure, me thinks MH should just add some code for non-reciprocating engines, and allow us to put power to wheels (or even tracks!).2. I set the Rate of Fire to 6 which is one round every 10 secounds for the main gun I believe. 3. No the gun on the tanker was never a real gun, it was only there for looks I think, it can be made into a real gun and will be. 4. Good idea, I think we can put sights on it, using the sights off the flak. Not sure, but Ill check it out. 5.Great ideas, I think ill try and remove the main viewport, and set the turret as the pilots view. It may work dunno for sure yet. 6. See answer 1, we need some way to make sure these start up and move reasonably well, but don't have excessive top end. 7. The tiger I only set with a 20 lb shell, with 10lbs of explosive will have to research to get realistic numbers., the other gun is just a copy off the funkytruck. 7(2). That may be beyond my abilty for a while, but sounds like a good idea. I was a little disappointed when I found out that I couldn't climb hills with the funkytiger last night! Comes from testing it on the flat to reduce that top end, must be a way to fake the engine out so we get the movement we want, at least a lot closer than we have now. IP: Logged |
Werner Molders Pilot
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posted 12-08- 09:55 PM
Archy - I suck at OP too, but I do have a lot of books kicking around that might be of some use. Also, I'm always full of ideas (and other stuff too ) so, would you mind if I became sorta the 'official funky beta tester and idea man'? I dunno, I've never done an OP before either, but given a severe lack of free time, this is the best I can do. Please email me with your answer and we can start collaborating.Werner  ------------------ Do you support SDOE online? Email Werner to be listed in SDOE's online phonebook today! IP: Logged |
Werner Molders Pilot
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posted 12-08- 10:03 PM
Werner and Archy working together, Oh what a pair, nothing could be better, As they work on all things funky, Even though they're still kinda clunky.Novices to this world of OP, Their newly-formed team is one short of three, The language of OP? WM doesn't know it, But at least together they make 1.5 poets. ...and who says I couldn't make it on "Whose Line?" anyways?!  Werner 
------------------ Do you support SDOE online? Email Werner to be listed in SDOE's online phonebook today! IP: Logged |
Archy Pilot
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posted 12-08- 11:12 PM
hahahaha I like it hehe, ROFLSure teaming up would be great, after reading more on ops, and looking at some flight model stuff on OPPs, I think we have a chance to get a funkytiger to perform as expected: we just need to make it more like a plane: adjust drag and prop pitch values. IP: Logged |
Werner Molders Pilot
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posted 12-09- 12:03 AM
Archy - I think that, like any plane, there are always things that can be done to improve it. I made that list above, and trust me, it isn't exhaustive. So, whaddya say? Werner  ------------------ Do you support SDOE online? Email Werner to be listed in SDOE's online phonebook today! IP: Logged |
Archy Pilot
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posted 12-09- 03:19 AM
Werner I posted a newer version of Funktiger @: http://www.mosquitonet.com/~blodgett/funkytiger.zip It starts off faster, has more realistic top speed(at least on level surface) still wont climb hills well. Also upped the rate of fire for the main gun to 10, which means a round every six seconds, which is fast in my opinion. Also gave the main gun a slight negative DOF downward so we could shoot something right in front of us. The main gun rounds are now 22 lbs(which is accurate) the amount of explosives is set to 15 lbs(15bs explosives +7 lb metal casing for shell = 22lbs) I just guessed on the amount of explosive in the 22 lb shell. Think Im going to take the tiger apart, and rebuild it with some damage modeling: front armor, side armor, rear, and turret. It would be cool to have the turret blow off, and still drive the thing away dont ya think! IP: Logged |
Tailslide Pilot
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posted 12-09- 05:28 AM
Archy, a couple things to try if you want better low speed performance and a low top speed: -Decrease maximum pitch of propeller -Increase number of blades on propeller -in the propelements declaration that has a bunch of number,number pairs the last number will be 0,15 or something like that. Bump this up to 160,15 or even higher. TS
------------------ ________________________ TS Aircombat
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Archy Pilot
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posted 12-09- 12:33 PM
Thanks Tailslide, I did adjust the max prop pitch way down as per your excellent FM docs in opps docs. The top speed is very realistic on a flat surface now, but hills are another story. I will try some of the other things you mentioned, thanks again. ArchyIP: Logged |
Archy Pilot
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posted 12-10- 12:10 PM
Thanks to Tailslide's excellent suggestions, I was able to get the FunkyTiger to perform the way it should: 24 mph top speed (on level ground). And it can climb hills as well. It starts right off with no delay too. His suggested techniques for reducing top end should work well with all the funky vehicles.IP: Logged |
Condor Pilot
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posted 12-10- 12:50 PM
Archy,Funky Vehicles sound great to use, but... they don't work for me. Any thoughts as to what might be wrong? I have installed many such new "aircraft" with no problems. Is anyone else having any problems with them? Specifically, when I try to use them in a mision I have created, I get the old desktop crash. Condor out ------------------
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AE71_INFERNO Pilot
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posted 12-10- 02:54 PM
yea I have problams toIP: Logged |
Archy Pilot
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posted 12-10- 03:15 PM
yeah, Im rebuilding them with the newer OP Studio, that may fix the crashing. I have also been learning alot about openplane through this process.The current funky vehicles all seem to work with my system, however only the my latest version of the funkytiger drives like it should. IP: Logged | |