• ACF General Thread V2: Even more flame wars!
    432 replies, posted
im having some issues with the transmissions. no matter on what i do like making the last gear to a negative or what not my tank keeps on driving forward and not reverse. Can somebody solve this?
[QUOTE=mastfire;52239643]im having some issues with the transmissions. no matter on what i do like making the last gear to a negative or what not my tank keeps on driving forward and not reverse. Can somebody solve this?[/QUOTE] It's not the last gear, you'll want to change the Final Drive to negative. (In ACF code it's considered a gear but not really)
[QUOTE=lNloruzenchi;52240431]It's not the last gear, you'll want to change the Final Drive to negative. (In ACF code it's considered a gear but not really)[/QUOTE] that'll just have his tank going backwards all the time instead of only some of the time
[QUOTE=mastfire;52239643]im having some issues with the transmissions. no matter on what i do like making the last gear to a negative or what not my tank keeps on driving forward and not reverse. Can somebody solve this?[/QUOTE] Did you make sure to shift to your last gear?
The layer spam exploit still seems to be an issue in vanilla ACF. You can get free armor by spamming layers of insignificant thickness and bounce things that you shouldn't be able to. Clearly 20mms of armor, sloped at 80 degrees to provide 115mm of armor should not be resisting dozens of 140mms with 310mm of penetration. It also stops HEAT without any spacing of any kind, which again, allows you to stop any HEAT round without actually spending any weight or even volume. The plates can be 0.1mm thick and it will still work. [img]https://puu.sh/w5G2R/996c70976c.jpg[/img] I propose the following solutions: -Define a minimum ratio of penetration-effective armor to permit a bounce. -Make energy loss of HEAT penetrators a function of distance, not the number of props that they have traveled through.
[QUOTE=Nesara;52161359]Instead of all those fancy ideas, maybe we should focus of fixing the gearboxes... like, make differentials act like they should, and fix braking[/QUOTE] Differentials in ACF arent quite differential... Theyre literally just a gearbox with one gear (almost like ACF Clutches?). You already [U]KINDA[/U] simulate the effects of a differential with vanilla axis. If you want a differential lock you can literally just strap a weld latch betwheen both wheels and activate it, or if you want no differential just weld both wheels togheter (or ballsocket them, whatever the constraint you are more in love with). Oh and I strongly agree that they fix brakes, this should be pioritary as theyre stupidly unstable, and you have to play with it a lot to get your desired brake power, and the fact that it wont allow you to engage the brakes completely (Because it either doesnt have enough braking power or it has too much so it slides/shakes) is quite an issue, both when building tanks, cars, planes, bath tub with wheels, etc. And make brakes work when engine is off as well. Currently, the most effective method is using weld latches to fully engage your brakes, because you can brake disregarding if the engine is on or off and you will allways have maximum braking power. Wire clutches would be a superior choice, but theyre quite broken as they unlink their entities whenever you respawn them. Maybe we can make ACF brakes work like Wire Clutches but less fucky? Old reply, but I haven't been on FP for a while, because I just didnt feel like starting up chrome again, lol. [QUOTE=Uberdude9001;52291476]The layer spam exploit still seems to be an issue in vanilla ACF. You can get free armor by spamming layers of insignificant thickness and bounce things that you shouldn't be able to. Clearly 20mms of armor, sloped at 80 degrees to provide 115mm of armor should not be resisting dozens of 140mms with 310mm of penetration. It also stops HEAT without any spacing of any kind, which again, allows you to stop any HEAT round without actually spending any weight. The plates can be 0.1mm thick and it will still work. [img]https://puu.sh/w5G2R/996c70976c.jpg[/img] I propose the following solutions: -Define a minimum ratio of penetration-effective armor to permit a bounce. -Make energy loss of HEAT penetrators a function of distance, not the number of props that they have traveled through.[/QUOTE] I strongly suggest the last part, making HEAT loose energy with distance rather than only with layers will not only make HEAT work more like it should, but also make gameplay more balanced, as you will also need to assign more space for your tank if you want to be safe from HEAT rounds, which are supossed to be pretty dangerous, but in ACF theyre peashooters.
My goto for braking is Wire - Clutches, mostly because they let me do proportional braking(I drive with a pad and can take advantage) and because they still allow steering and suspension movement while engaged. They also hold the vehicle at all times, whereas ACF brakes only work when the system is on. Shut the motor off and the brakes release... I would kill for ACF diffs that actually behaved like a proper diff, that allowed one wheel peels.
[QUOTE=TestECull;52291794]My goto for braking is Wire - Clutches, mostly because they let me do proportional braking(I drive with a pad and can take advantage) and because they still allow steering and suspension movement while engaged. They also hold the vehicle at all times, whereas ACF brakes only work when the system is on. Shut the motor off and the brakes release... I would kill for ACF diffs that actually behaved like a proper diff, that allowed one wheel peels.[/QUOTE] Its exactly what I said, but wire clutches unlink when you paste them from a dupe, so its not really very practical to have to relink your shit every time you spawn.
[QUOTE=Kardel;52291810]Its exactly what I said, but wire clutches unlink when you paste them from a dupe, so its not really very practical to have to relink your shit every time you spawn.[/QUOTE] Sometimes they do stay linked. I have a couple dupes where the brakes remained linked, and most of the time there's at least two that stay linked(I usually give each wheel its own controller to reduce lag between input and braking, except on tanks where each track has a controller that links to all the road wheels on that side). While I do agree that its a pain in the dick to have to do the brakes every time I spawn a car I dont really have any better option for proportional braking. Maybe some E2 applytorque shenanigans would work but that is lightyears beyond me. ACF's brakes suck and weld latches arent proportional.
[QUOTE=Uberdude9001;52291476]The layer spam exploit still seems to be an issue in vanilla ACF. You can get free armor by spamming layers of insignificant thickness and bounce things that you shouldn't be able to. Clearly 20mms of armor, sloped at 80 degrees to provide 115mm of armor should not be resisting dozens of 140mms with 310mm of penetration. It also stops HEAT without any spacing of any kind, which again, allows you to stop any HEAT round without actually spending any weight or even volume. The plates can be 0.1mm thick and it will still work. [img]https://puu.sh/w5G2R/996c70976c.jpg[/img] I propose the following solutions: -Define a minimum ratio of penetration-effective armor to permit a bounce. -Make energy loss of HEAT penetrators a function of distance, not the number of props that they have traveled through.[/QUOTE] I'm fairly sure the only fix for this is on GGG currently
The plates don't even have to be angled sometimes. A while back we tested a 100mm cannon firing at 10 plates each being 10mm thick and the 100mm loaded with APHE or HEAT with an anmo box behind the plates. Most of the time the round seemed to just lose its energy and not do anything or break off one of the plates. From my knowledge this has been fixed on GGG. Also Helfires have been fixed since before they had no range,acted like a small rocket and IRL would have a 1-2 kg heavier warhead, bigger HE blast and more pen than Atakas but it wasn't the case.
Guys, i'm keeping gettings errors like this: [ERROR] addons/acf/lua/effects/acf_bulleteffect/init.lua:111: attempt to index local 'Bullet' (a nil value) 1. unknown - addons/acf/lua/effects/acf_bulleteffect/init.lua:111 [ERROR] addons/acf/lua/effects/acf_bulleteffect/init.lua:111: attempt to index local 'Bullet' (a nil value) 1. unknown - addons/acf/lua/effects/acf_bulleteffect/init.lua:111 [ERROR] addons/acf/lua/effects/acf_bulleteffect/init.lua:111: attempt to index local 'Bullet' (a nil value) 1. unknown - addons/acf/lua/effects/acf_bulleteffect/init.lua:111 [ERROR] addons/acf/lua/effects/acf_bulleteffect/init.lua:111: attempt to index local 'Bullet' (a nil value) 1. unknown - addons/acf/lua/effects/acf_bulleteffect/init.lua:111 What i'm doing wrong?
[QUOTE=Haze22;52340040]Guys, i'm keeping gettings errors like this: [ERROR] addons/acf/lua/effects/acf_bulleteffect/init.lua:111: attempt to index local 'Bullet' (a nil value) 1. unknown - addons/acf/lua/effects/acf_bulleteffect/init.lua:111 What i'm doing wrong?[/QUOTE] There is an open issue about it on the nrlulz ACF repo: [url]https://github.com/nrlulz/ACF/issues/225[/url] There is also a pull request to attempt to fix it: [url]https://github.com/nrlulz/ACF/pull/227[/url]
And it's been 3 months since the fix was provided. Ideas why there was no response about it?
It's very typical of useful pulls not being merged on the acf github.
So, I've been working on a thing for the past few days: [t]https://puu.sh/wkLJX/8939de3f68.png[/t][t]https://puu.sh/wkaO8/82221dbe61.png[/t] [t]https://puu.sh/wkLD2/2a8899743e.png[/t][t]https://puu.sh/wkaWR/18bc0a3b2a.png[/t] The grid system I've brought up many times turns out to be pretty simple to make, and super cheap as far as processing power goes. The whole script is only 60 lines with all the debug and testing stuff in there (40 without). There's no looping required in order to damage a position or read back the data on an existing position to damage it further, and each grid location only consists of the position turned into a unique number for the table key with the remaining armor value stored under it, so we're using almost no memory for each square. The nice thing is, I went ahead and made a global variable for the grid size, so it can be changed by just editing a single number. By increasing the grid size to 12, we cut the possible grid locations from 330 to ~80 on the plate shown above because that specific prop no longer has 2 sides which can take damage, and we cut the 1 remaining side down to half the resolution. A grid size of 6 should be a great starting point for testing. [t]https://puu.sh/wkbLh/d72f432bc2.png[/t][t]https://puu.sh/wkOlL/deb7c00c45.png[/t] Here's a grid size of 2 for shits and giggles. I could go down to 1 or even decimal values if i just change how I'm rounding off to the grid, but that'd just be for testing how well it handles damaging a bunch of cells simultaneously. I just need to work out the damage formulas now. If anyone knows of some good references for realistic damage/penetration formulas, let me know because I'd like to go pretty in depth on the damage system.
[QUOTE=Thomas, TTC;52362960]So, I've been working on a thing for the past few days: The grid system I've brought up many times turns out to be pretty simple to make, and super cheap as far as processing power goes. The whole script is only 60 lines with all the debug and testing stuff in there (40 without). There's no looping required in order to damage a position or read back the data on an existing position to damage it further, and each grid location only consists of the position turned into a unique number for the table key with the remaining armor value stored under it, so we're using almost no memory for each square. The nice thing is, I went ahead and made a global variable for the grid size, so it can be changed by just editing a single number. By increasing the grid size to 12, we cut the possible grid locations from 330 to ~80 on the plate shown above because that specific prop no longer has 2 sides which can take damage, and we cut the 1 remaining side down to half the resolution. A grid size of 6 should be a great starting point for testing Here's a grid size of 2 for shits and giggles. I could go down to 1 or even decimal values if i just change how I'm rounding off to the grid, but that'd just be for testing how well it handles damaging a bunch of cells simultaneously. I just need to work out the damage formulas now. If anyone knows of some good references for realistic damage/penetration formulas, let me know because I'd like to go pretty in depth on the damage system.[/QUOTE] I thought you guys said this kind of stuff would be impossible with what we currently had. Yet it's been done. This raises an important question: What other stuff has been apparently impossible yet could be done?
Also, i saw some good things in props. I mean freakin 406mm hotwizer and the like. Why it isn't implemented as working cannon?
[QUOTE=Thomas, TTC;52362960]Cool shit that someone said it couldn't be done.[/QUOTE] This is literally gold. [QUOTE=Haze22;52366180]Also, i saw some good things in props. I mean freakin 406mm hotwizer and the like. Why it isn't implemented as working cannon?[/QUOTE] It was in a very ancient ACF version, if I remember correctly. They removed it either because it was overpowered or because you couldnt fit it anywhere, so it would only serve griefing purposes. We also had a 12.7mm RAC, but they removed it because of the bullet spam. We currently have a commented out code for 14.5mm RAC, in hand with a model kyle made for it along with the new RACs he made. So if you want 14.5mm RACs in your server, you have to uncomment the code for it.
[QUOTE=Horatius;52363354]I thought you guys said this kind of stuff would be impossible with what we currently had. Yet it's been done. This raises an important question: What other stuff has been apparently impossible yet could be done?[/QUOTE] Dude this is the dumbest post I've ever read. The ACF developers have never ignored this thread and absolutely do [I]not[/I] only make changes to pander to RedditReaper's whining about whatever he decides is OP that day of the week. Okay? It's time to stop posting.
op pls nurf
[QUOTE=Thomas, TTC;52362960]cool shit[/QUOTE] BUT, BUT, WHAT ABOUT MY OP PANCAKE ??? WHAT AM I GONNA DO ONCE THIS MAKES IT A NORMAL TANK ??? DELETE !!!1!1!!!!!1!1!!1!!1!11!! more seriously, does this mean we're now gonna have trace for he / fragments that can pen or what ? i mean this is nice but i dont really understand what it does if yes, it would be nice if maxing out the he filler gave less pen to he fragments, so for infantry you use maxed out but if you intend to use that HE as a armor killer (HE frag i think it is) you dont get the filler to the max, meaning you get bigger fragments and more pen, but less explosive radius [editline]17th June 2017[/editline] is it so that when you shoot at a prop only the shot part become weak instead of the whole prop ? i mean when a whole plate goes off its really annoying and unrealistic
[QUOTE=Nesara;52370471]BUT, BUT, WHAT ABOUT MY OP PANCAKE ??? WHAT AM I GONNA DO ONCE THIS MAKES IT A NORMAL TANK ??? DELETE !!!1!1!!!!!1!1!!1!!1!11!! more seriously, does this mean we're now gonna have trace for he / fragments that can pen or what ? i mean this is nice but i dont really understand what it does if yes, it would be nice if maxing out the he filler gave less pen to he fragments, so for infantry you use maxed out but if you intend to use that HE as a armor killer (HE frag i think it is) you dont get the filler to the max, meaning you get bigger fragments and more pen, but less explosive radius [editline]17th June 2017[/editline] is it so that when you shoot at a prop only the shot part become weak instead of the whole prop ? i mean when a whole plate goes off its really annoying and unrealistic[/QUOTE] You really think this is gonna be implemented in ACF? The simpliest fixes like the "aera" typo and proper gun scaling were never made, imagine this.
[QUOTE=Nesara;52370471]is it so that when you shoot at a prop only the shot part become weak instead of the whole prop ? i mean when a whole plate goes off its really annoying and unrealistic[/QUOTE] that's basically what it is, allowing for more survivability when, y'know, your front glacis isn't falling off after 3 shots. thomas is testing out a grid based damage model so that only the part you shoot gets damaged.
[QUOTE=lintz;52370656]that's basically what it is, allowing for more survivability when, y'know, your front glacis isn't falling off after 3 shots. thomas is testing out a grid based damage model so that only the part you shoot gets damaged.[/QUOTE] Nice hope it will get added
[QUOTE=Nesara;52371258]Nice hope it will get added[/QUOTE] Knowing that they took a year to update ACF, which aside from kyle's nice models only fucked up more shit, I doubt it. A lot.
And I'm over here still waiting on GLATGMs and for Kyle to finish mg and cannon models which at this point won't happen. If development is so dead, why not just hand it over to new people that are actively wanting or already fixing problems to continue updating through the main branch and not exclusive server ones?
[QUOTE=Lufteh;52388759]And I'm over here still waiting on GLATGMs and for Kyle to finish mg and cannon models which at this point won't happen. If development is so dead, why not just hand it over to new people that are actively wanting or already fixing problems to continue updating through the main branch and not exclusive server ones?[/QUOTE] To do that you'd need to give the github account+password to those new peeps, which i bet the current dev dont want to do, also they prob fear that the new devs would head in another direction than what they think is good
forks and pull requests exist for a reason
Main branch is what I meant about the different forks. >pull requests >thinking they'll take anything that isn't their own
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