making a ship sink faster

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Apache Thunder
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Re: making a ship sink faster

Post by Apache Thunder »

How large is the ship? You can try re-exporting the ship with a smaller bounding box or have the ship use a smaller invisible mesh for physics.

For example, my tiny RC helicopter in my DCU mod would not be flyable if I used it's tiny mesh for physics. (The game uses the visible lod mesh to determine flight/drag physics). So I made a copy of the visible mesh of a little bird, made it invisible and used the collision meshes from the RC copter when exporting it. I used that as the main mesh for physics. You don't have to even assign a texture to the invisible mesh. Just add this line to the RS file for the material that you want invisible on the mesh:

Code: Select all

alphaTestRef 1.0;
That will make a material/mesh invisible no matter what texture is used, even if one is not assigned.


I then just addtemplated the visible mesh of the RC copter as a child object. The visible mesh does not have the collision physics. The invisible mesh does. Remember, BF1942 uses only the LOD mesh in determining flight/drag physics. ;)

Note that after doing this you may have to increase drag settings/inertia settings and your engine settings as this will cause your ship to be much more manuvarable as a result of the reduced size of the main LOD mesh. I do know that the sink mod settings for floaters do work on slowing my ships down on sinking, so it's better to have your ship sink too fast then too slow as I suspect the sink mod command won't let you sink faster then 1.0. So having it sink too fast would be easy to fix as using smaller sink mod settings does work. ;)
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hipnox
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Joined: Tue Aug 09, 2011 10:34 pm

Re: making a ship sink faster

Post by hipnox »

is about the size of the Prince of Wales.

I was already going to try this approach on a series of vehicles which needed to have the same movement physics but different visible models. Will try it on the big ones and see what happens.
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