(SSM) Amphibious Tanks

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Old Man River
Posts: 77
Joined: Mon Jul 30, 2012 5:12 am

(SSM) Amphibious Tanks

Post by Old Man River »

Code: Select all

rem amphibouis tank

ObjectTemplate.active T34-85
ObjectTemplate.mass 48000
ObjectTemplate.speedMod 0
ObjectTemplate.DamageFromWater 0
ObjectTemplate.drag 13

ObjectTemplate.addTemplate DaihatsuFloater
ObjectTemplate.setPosition 0/-0.35/1.75
ObjectTemplate.addTemplate DaihatsuFloater
ObjectTemplate.setPosition 0/-0.35/-3
ObjectTemplate.addTemplate DaihatsuFloater
ObjectTemplate.setPosition 1.5/-0.35/0
ObjectTemplate.addTemplate DaihatsuFloater
ObjectTemplate.setPosition -1.5/-0.35/0

ObjectTemplate.Active T34-85Complex
ObjectTemplate.addTemplate KatyushaRocket_Engine
ObjectTemplate.setPosition 0/-2.25/-3.5

ObjectTemplate.addTemplate DaihatsuRudderStern
ObjectTemplate.setPosition 0/-0.5/4.5
ObjectTemplate.setRotation 0/0/-90
ObjectTemplate.addTemplate DaihatsuRudderAft
ObjectTemplate.setPosition 0/-1.25/-4.5
ObjectTemplate.setRotation 0/0/-90
ObjectTemplate.addTemplate DaihatsuRudderNoMove
ObjectTemplate.setPosition -0.004/1.015/-5.744
ObjectTemplate.setRotation 0/0/0

ObjectTemplate.Active KatyushaRocket_Engine
ObjectTemplate.setMinRotation 0/0/-5000
ObjectTemplate.setMaxRotation 0/0/5000
ObjectTemplate.setMaxSpeed 0/0/5000
ObjectTemplate.setAcceleration 0/0/5000
ObjectTemplate.setEngineType c_ETShip
ObjectTemplate.setTorque 3.5
ObjectTemplate.setDifferential 3.5
ObjectTemplate.setNumberOfGears 5
ObjectTemplate.setGearUp 0.95
ObjectTemplate.setGearDown 0.45
ObjectTemplate.setGearChangeTime 0.05


ObjectTemplate.Active DaihatsuFloater
ObjectTemplate.setMinRotation 0/-0.15/0
ObjectTemplate.setMaxRotation 0/0.3/0
rem ObjectTemplate.setMinRotation 0/-0.15/0
rem ObjectTemplate.setMaxRotation 0/1/0
ObjectTemplate.setMaxSpeed 0/2/0
ObjectTemplate.setAcceleration 0/1/0
ObjectTemplate.setInputToPitch c_PIPitch
rem ObjectTemplate.setAutomaticReset 1
ObjectTemplate.setHullHeight 0.5
ObjectTemplate.setFloatMaxLift 5
ObjectTemplate.setFloatMinLift 5
ObjectTemplate.setSinkingSpeedMod 1
I have been trying to come up with best settings for a Amphibious tank, I dont wish it to dive just sail across water at reasonable speed with tracks covered by water, with some drag (water resistance) if acelleration is stopped to assualt beaches. The code above isnt bad as drivers view is above water and tank rises as it increases speed but it gets to fast, if I try to increase drag it starts to porpoise and flip on turning as front digs in. At moment they are speed boat tanks :) If i raise floaters drag has more effect but tank is to low just turrent is exposed, its like going around in circles change one thing to fix say speed it wrecks something else like hieght out of water, I am sure Im missing something just cant work out what
dudejo
Posts: 71
Joined: Tue Nov 30, 2010 2:33 am

Re: (SSM) Amphibious Tanks

Post by dudejo »

Reduce the water engine thrust.
Old Man River
Posts: 77
Joined: Mon Jul 30, 2012 5:12 am

Re: (SSM) Amphibious Tanks

Post by Old Man River »

Have tried without success with torque and differential settings by raising and lowering them as I said not sure what Im doing wrong reducing thrust
dudejo
Posts: 71
Joined: Tue Nov 30, 2010 2:33 am

Re: (SSM) Amphibious Tanks

Post by dudejo »

Basically, you have to use stupidly low torque and differential settings.

Back when I was trying to make a realistic Schwimmwagen, my torque and differential settings were something like ~0.3
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: (SSM) Amphibious Tanks

Post by freddy »

The differential should work to limit speed with but you can try the ObjectTemplate.setNoPropellerEffectAtSpeed to, cant remember for sure if it worked on water engines but if it doesnt just put the rocket engine a little higher (over water) and make ir a plane engine instead.
dudejo
Posts: 71
Joined: Tue Nov 30, 2010 2:33 am

Re: (SSM) Amphibious Tanks

Post by dudejo »

If he uses a plane engine, it will propel the tank even on land.

Besides, my values of ~0.3 are only meant for simulating the Schwimmwagen's pathetic water speed. Bumping either torque or differential to a reasonable value should give the tank a respectable top speed.
Old Man River
Posts: 77
Joined: Mon Jul 30, 2012 5:12 am

Re: (SSM) Amphibious Tanks

Post by Old Man River »

Thankyou both for replies, I played with it and ObjectTemplate.setNoPropellerEffectAtSpeed worked perfectly, when I checked all the ships had it 120 to 150 setting, I needed about 10 to stop them accellerating :)
Only other annoying thing is when they spawn or if a player exits tank they instantly rise up to be sitting on water instead of hull depth like when being used
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Swaffy
Posts: 1715
Joined: Sun Aug 29, 2010 9:25 pm
Location: Cibolo, Texas

Re: (SSM) Amphibious Tanks

Post by Swaffy »

Old Man River wrote:Only other annoying thing is when they spawn or if a player exits tank they instantly rise up to be sitting on water instead of hull depth like when being used
From what I know, that is normal for players. The player doesn't use floaters, so they are instantly "teleported" to the top of the water and "float" there. You can make players to where they can't be affected by water, but then the player will just walk on the ground underneath the water. I have never tried adding floaters to players, so I don't know what reaction the game would have.
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Old Man River
Posts: 77
Joined: Mon Jul 30, 2012 5:12 am

Re: (SSM) Amphibious Tanks

Post by Old Man River »

Sorry bad wording, its the tanks that pop up to sit on surface when not in use, instead of staying at hull depth ie you are sailing along with tank at hull depth half submerged exit vehicle and it pops up to be sliding along with tracks sitting on water. When it spawns it is sitting on water also even when you get in it but soon as you hit a key to move it drops to correct depth, get out and it pops back up while no one is in it
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