What should I do any suggestions? This sucks.
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@GentlemenGraphics: You seem to misunderstand the function of the content class. Its sole purpose is to customise the appereance of the vehicle, nothing else.
The problem appears to be related to your level or your global settings. So what gravity is set in your level?
@tegleg: Thanks, glad to know that it works for others as well. Did you fly the vehicle in UDK's default gravity?
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Originally posted by Hiredicespecter View Post@GentlemenGraphics: You seem to misunderstand the function of the content class. Its sole purpose is to customise the appereance of the vehicle, nothing else.
The problem appears to be related to your level or your global settings. So what gravity is set in your level?
@tegleg: Thanks, glad to know that it works for others as well. Did you fly the vehicle in UDK's default gravity?
More help needed.
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yes just in default gravity.
it would take quite a bit of work to get it flying like an aeroplane but its fun to fly as it is. some kind of anti-gravity vehicle
@GentlemenGraphics
you need to start reading what people say and not just blindly copy/paste
again, change this line to make it move forwards. '50' is the speed it will go
Code:// The magic happens here AR_ForceApplication = AR_UpwardsNormal * 0 + 50 * AR_ForwardsNormal;
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@GentlemenGraphics:
The things I could thing of appear to be not be source of your problem. As tegleg and myself got it working right away, there must a problem on your end. Since the code is fine, there are only two options left.
1. Debuging with logging. It will be take a lot of time and I can't promise you it will work in the end, but it has alwayas helped me.
2. Backup your work, reinstall UDK and add the code again. If it doesn't work after a clean install with no other changes, I have absolutly no idea what's going on on your end. This measure is extreme, but if you have changed litte until now, it might be worth a try.
I recommend option 1, but it is up to you.
@tegleg: Do you intend to make a plane? As far as I see it, a plane in an arcade game should be very simple, just like hawx. You must NOT think the way physics work in reality, but how you need to apply forces to get what you want. Basicly fake and cheat all the way.^^
If you want to realize a simple plane, I will tell you my ideas on the physics concept I have in mind. I am just not into realizing it myself right now.
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ive got no plans to make a plane with this, i just stumbled upon the thread and tried it out, and its good. ill probably mess around with it and make a few aircraft with it though.
ive got another plane that has a very arcade feel but it wont loop so maybe ill merge the 2 somehow. no i wont give you it GentlemenGraphics as its a wip and would take too much explaining, sorry.
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Originally posted by tegleg View Postyes just in default gravity.
it would take quite a bit of work to get it flying like an aeroplane but its fun to fly as it is. some kind of anti-gravity vehicle
@GentlemenGraphics
you need to start reading what people say and not just blindly copy/paste
again, change this line to make it move forwards. '50' is the speed it will go
Code:// The magic happens here AR_ForceApplication = AR_UpwardsNormal * 0 + 50 * AR_ForwardsNormal;
What do you think could it be the content code?
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Hallo
I've used your code and I got this out of it. I have tried for months on/off to get it to work, but finally I got it working. thanks.
Some questions:
controls Steering, Throttle and Rise are set by the controller - but Where. I missing a Pitch and boost. ?
Throttle, I can not control it is on all the time - how do I control it. ?
Gravity is very poor - how can I change it. ?
A little movie I made of my process:
UDK spaceship test controlls
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still trying to tame the controlls myself.
it moves forward all the time because of the '50' in this line
Code:// The magic happens here AR_ForceApplication = AR_UpwardsNormal * 0 + 50 * AR_ForwardsNormal;
PlayerInput and its various extensions along with the PlayerController is where controlls are handled.
DefaulInput.ini has the key bindings.
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PZ_ForceApplication = PZ_UpwardsNormal * 0 + 1500 * Throttle * PZ_ForwardsNormal;
this is now controll by "W" and "S"
Forward:
Throttle by default settings is "W" and "S"
Yaw:
Steering by default settings is "right" and "left" I have change it to A and D
Roll:
Rise by default settings is "space" and "c" I have change it to Q and E
Pitch, where is non. - how do I add it.
I missed one controll... how do I add it.
In UTVehicle
simulated function SetInputs(float InForward, float InStrafe, float InUp)
{
local bool bReverseThrottle;
local UTConsolePlayerController ConsolePC;
local rotator SteerRot, VehicleRot;
local vector SteerDir, VehicleDir, AngVel;
local float VehicleHeading, SteerHeading, DeltaTargetHeading, Deflection;
Throttle = InForward;
Steering = InStrafe;
Rise = InUp;
Pitch = InJump;
ConsolePC = UTConsolePlayerController(Controller);
if (ConsolePC != None)
......
I have tried to add it here, but it does not work....
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just been playing around with this, you can use these to get the player input.
PlayerController(Controller).PlayerInput.RawJoyLoo kUp
PlayerController(Controller).PlayerInput.RawJoyLoo kRight
PlayerController(Controller).PlayerInput.RawJoyRig ht
PlayerController(Controller).PlayerInput.RawJoyUp
vehicle controlls have been spazzed in PlayerController - state PlayerDriving - ProcessDrive()
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I had my fun with adding additional controls for vehicles as well. Getting them to work in single player only is very simple, tegleg qutlined how to.
If you want the controls in multiplayer, it is possible, but not easy. Or I missed something.^^
[EDIT]:Pitch = InJump;
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have you tried this?
Pitch = PlayerController(Controller).PlayerInput.Jump;
or
PlayerController(Controller).PlayerInput.bXAxis
PlayerController(Controller).PlayerInput.bYAxis
or PlayerController(Controller).PlayerInput. any one of these
aBaseX;
aBaseY;
aBaseZ;
aMouseX;
aMouseY;
aForward;
aTurn;
aStrafe;
bStrafe
aUp;
aLookUp;
aRightAnalogTrigger;
aLeftAnalogTrigger;
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