*SSM Limiting Altitude in SA342s
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- Posts: 22
- Joined: Mon Mar 26, 2018 12:51 pm
*SSM Limiting Altitude in SA342s
Hello all,
DC map modded and pushed to DCF
I'm tooling around with Lost Village CTF.
We use two SA342s' one at each Main.
We've recently taken them out until we can come up with a resolution.
If the flag is taken by the helo and subsequently the other flag is taken by helo as well, the players fly into the nevershpere.
We've tried kicking players but honestly, when you have a bunch of old timers still playing this game you don't really want to ban anyone, but it's annoying and we still have annoying players.
I've read several threads touching on this but I'm not sure anyone ever came to a conclusion on it.
I was hoping someone had developed a more plausible solution.
Things discussed previously were centered around torque. If you reduce the torque of the helo, it could only have enough momentum to go so high.
I want to explore this, however, I'm unsure about which torque?
Below is pulled from the physics of the SA-342s
ObjectTemplate.create Engine SA342DummyEngine
ObjectTemplate.setEngineType c_ETPlane
ObjectTemplate.setTorque .1
ObjectTemplate.setDifferential .1
ObjectTemplate.create Engine SA342DummyRearEngine
ObjectTemplate.setEngineType c_ETPlane
ObjectTemplate.setTorque .1
ObjectTemplate.setDifferential .1
ObjectTemplate.create Engine SA342HoverEngine1
ObjectTemplate.setEngineType c_ETPlane
ObjectTemplate.setTorque 15
ObjectTemplate.setDifferential 3.5
ObjectTemplate.create Engine SA342HoverEngine2
ObjectTemplate.setEngineType c_ETPlane
ObjectTemplate.setTorque 15
ObjectTemplate.setDifferential 3.5
ObjectTemplate.create Engine SA342HoverEngine3
ObjectTemplate.setEngineType c_ETPlane
ObjectTemplate.setTorque 15
ObjectTemplate.setDifferential 3.5
I'm curious if after all this time someone found what works.
thanks
tona
DC map modded and pushed to DCF
I'm tooling around with Lost Village CTF.
We use two SA342s' one at each Main.
We've recently taken them out until we can come up with a resolution.
If the flag is taken by the helo and subsequently the other flag is taken by helo as well, the players fly into the nevershpere.
We've tried kicking players but honestly, when you have a bunch of old timers still playing this game you don't really want to ban anyone, but it's annoying and we still have annoying players.
I've read several threads touching on this but I'm not sure anyone ever came to a conclusion on it.
I was hoping someone had developed a more plausible solution.
Things discussed previously were centered around torque. If you reduce the torque of the helo, it could only have enough momentum to go so high.
I want to explore this, however, I'm unsure about which torque?
Below is pulled from the physics of the SA-342s
ObjectTemplate.create Engine SA342DummyEngine
ObjectTemplate.setEngineType c_ETPlane
ObjectTemplate.setTorque .1
ObjectTemplate.setDifferential .1
ObjectTemplate.create Engine SA342DummyRearEngine
ObjectTemplate.setEngineType c_ETPlane
ObjectTemplate.setTorque .1
ObjectTemplate.setDifferential .1
ObjectTemplate.create Engine SA342HoverEngine1
ObjectTemplate.setEngineType c_ETPlane
ObjectTemplate.setTorque 15
ObjectTemplate.setDifferential 3.5
ObjectTemplate.create Engine SA342HoverEngine2
ObjectTemplate.setEngineType c_ETPlane
ObjectTemplate.setTorque 15
ObjectTemplate.setDifferential 3.5
ObjectTemplate.create Engine SA342HoverEngine3
ObjectTemplate.setEngineType c_ETPlane
ObjectTemplate.setTorque 15
ObjectTemplate.setDifferential 3.5
I'm curious if after all this time someone found what works.
thanks
tona
Re: *SSM Limiting Altitude in SA342s
You can limit the flightheight, its kinda like a bubble where the "air" starting to get thinner a bit from the max value. Also it seems to affect some planes more than others (vanilla), but i havent figured out why.
bfa42 vanilla value is 1000, DC is much higher so it should be in some file somewhere.
bfa42 vanilla value is 1000, DC is much higher so it should be in some file somewhere.
Code: Select all
physics.airDensityZeroAtHeight 1000
Re: *SSM Limiting Altitude in SA342s
AirDensityZeroAtHeight effects PhysicsEngine and PhysicsWing. The wing side of things would certainly account for different planes being treated differently.
Re: *SSM Limiting Altitude in SA342s
Torque is summed, differential is set. Your differential is 3.5, regardless of 3 engines or 1, with this code. Think of it as a gear ratio, this will affect speed of gear changing. Your torque, however, is the sum of the 3 engines. You have 45 torque working here, which is MORE than enough to fly clear out of the skybox...try lowering them ALL to around the 7-8 mark and see what happens. Keep them even, though, or you will get wonky flight characteristicsObjectTemplate.create Engine SA342HoverEngine1
ObjectTemplate.setEngineType c_ETPlane
ObjectTemplate.setTorque 15
ObjectTemplate.setDifferential 3.5
ObjectTemplate.create Engine SA342HoverEngine2
ObjectTemplate.setEngineType c_ETPlane
ObjectTemplate.setTorque 15
ObjectTemplate.setDifferential 3.5
ObjectTemplate.create Engine SA342HoverEngine3
ObjectTemplate.setEngineType c_ETPlane
ObjectTemplate.setTorque 15
ObjectTemplate.setDifferential 3.5

Re: *SSM Limiting Altitude in SA342s
If you wanted to use a really big hammer, you could allow the engines only limited use before cooling off:
http://bfmods.com/mdt/scripting/ObjectT ... ement.html
http://bfmods.com/mdt/scripting/ObjectT ... ement.html
Re: *SSM Limiting Altitude in SA342s
I was thinking either this or limited fuel. Possible fuel replenishment which would force them to land and stay low.russ wrote:If you wanted to use a really big hammer, you could allow the engines only limited use before cooling off:
http://bfmods.com/mdt/scripting/ObjectT ... ement.html
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- Posts: 22
- Joined: Mon Mar 26, 2018 12:51 pm
Re: *SSM Limiting Altitude in SA342s
After all these years, you're all still amazing.
I'm going to explore each of the suggestions and see what works best and I'll update the thread for the record.
Thanks again,
~tona
I'm going to explore each of the suggestions and see what works best and I'll update the thread for the record.
Thanks again,
~tona
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- Posts: 22
- Joined: Mon Mar 26, 2018 12:51 pm
Re: *SSM Limiting Altitude in SA342s
Something like this? Of course, I don't know what the actual value should be yet.russ wrote:If you wanted to use a really big hammer, you could allow the engines only limited use before cooling off:
http://bfmods.com/mdt/scripting/ObjectT ... ement.html
rem
ObjectTemplate.create Engine SA342HoverEngine1
ObjectTemplate.setEngineType c_ETPlane
ObjectTemplate.HeatIncrement 0.0003
rem
ObjectTemplate.create Engine SA342HoverEngine2
ObjectTemplate.setEngineType c_ETPlane
ObjectTemplate.HeatIncrement 0.0003
rem
ObjectTemplate.create Engine SA342HoverEngine3
ObjectTemplate.setEngineType c_ETPlane
ObjectTemplate.HeatIncrement 0.0003
rem
I will keep looking but I can't find physics.airDensityZeroAtHeight
I tried the torque option even setting each engine to .1666 giving a total torque of .5 with no effect at all:
rem
ObjectTemplate.create Engine SA342HoverEngine1
ObjectTemplate.setEngineType c_ETPlane
ObjectTemplate.setTorque .166
ObjectTemplate.setDifferential 1.0
rem
ObjectTemplate.create Engine SA342HoverEngine2
ObjectTemplate.setEngineType c_ETPlane
ObjectTemplate.setTorque .166
ObjectTemplate.setDifferential 1.0
rem
ObjectTemplate.create Engine SA342HoverEngine3
ObjectTemplate.setEngineType c_ETPlane
ObjectTemplate.setTorque .166
ObjectTemplate.setDifferential 1.0
rem
Re: *SSM Limiting Altitude in SA342s
You can add physics.airDensityZeroAtHeight per map basis, or possibly for all maps if you add it in the game.rfa init.con file
If you use ObjectTemplate.HeatIncrement 0.0003 without a cooldown parameter they will eventually run out of fuel and stop
If you use ObjectTemplate.HeatIncrement 0.0003 without a cooldown parameter they will eventually run out of fuel and stop
Re: *SSM Limiting Altitude in SA342s
You probably also need:
http://bfmods.com/mdt/scripting/ObjectT ... atBar.html
And possibly:
http://bfmods.com/mdt/scripting/ObjectT ... rType.html
http://bfmods.com/mdt/scripting/ObjectT ... atBar.html
And possibly:
http://bfmods.com/mdt/scripting/ObjectT ... rType.html