• ACF General Thread V2: Even more flame wars!
    432 replies, posted
hello everyone, i want to post ideas for acf, because i love this addon, but it doesnt have any guns like torpedos launchers, proximity mine, etc. so, the next guns or effects that i want on acf is: - Torpedos launcher (for ships, submarines and airplanes) - proximity mines (used for destroying submarines) - in low words, more maritime guns - water explosions - more types of ammo images: [IMG]http://img.cadnav.com/allimg/140101/1-140101145542D7.jpg[/IMG] [IMG]https://slm-assets3.secondlife.com/assets/81985/view_large/202cf2f540293e1870bcb3f50aa312ce.jpg?1276899649[/IMG] finally, i have a dude, why the HEAT(High Explosive Anti-Tank) always deflects against my tank or whatever thing?, if any understant about it, help me D:
Nice idea, should also request the 88mm cannon and the short barreled howitzer [IMG]http://warfarehistorynetwork.com/wp-content/uploads/WWII-Weapons-The-German-88mm-Gun1.jpg[/IMG][IMG]http://www.lonesentry.com/ordnance/wp-content/uploads/2010/09/light-infantry-howitzer.jpg[/IMG]
Any progress on the grid system?
[QUOTE=ted234521;52463572]Any progress on the grid system?[/QUOTE] Yeah, I've got most of the main bits in place, but I'm rewriting the whole damage code in the process. It takes time to figure out everything and find the most efficient ways to handle the more complex parts of the system. So far I have the grid itself working and am working on finishing up my own trace system that gives us a higher resolution trace through the mesh of the object (for[I] sooper sekrit[/I] reasons I won't explain right now). [t]https://puu.sh/wW0yl/49bc20418e.png[/t][t]https://puu.sh/wVE4j/9875a1c39d.png[/t][t]https://puu.sh/wVDXt/7bf067afff.png[/t] As of now, the most expensive parts of the system work, and I'm able to fire 1,800 traces per second at the objects in the videos below with no lag whatsoever (108,000 traces per minute). There's 36 "guns" in the videos that are each firing ~50 traces per second then doing the high resolution trace and damaging the grid on each hit. The video with the chair isn't visualizing the grid health so you can see all the blue crosses which are entry and exit points along the mesh of the object. In the video with the box, the grid may appear to lag, but that's because I have the debug stuff set to only update the visualization of the grid at a rate of 4 times per second, but the actual rate that it's updating is on each impact (only updates for individual cells and not the whole grid). The video is also sped up in the second one because I had the damage set really low, so it took a while to damage the cells to a point where you can see them at low health. From here, there's just some math for how much damage should be done on each hit using the energy of the round and caliber, but the calculations are pretty cheap to do, and I have a few other things to figure out that I won't go in to right now, but the argument that this system is impossible and expensive is just plain wrong. I'm taking my time on this and doing a lot of testing and debugging along the way in order to catch bugs early because I'd rather not get everything in place without testing each step, then find some issue which makes me have to backtrack through everything to find the source. Couple of vids: [vid]https://puu.sh/wWrPm/651d14bac7.webm[/vid][vid]https://puu.sh/wWrYm/10b266a853.webm[/vid] Another vid of just grid: [vid]https://puu.sh/wP6Kg/2d4ea9b8d1.webm[/vid]
[QUOTE=Thomas, TTC;52520208]good stuff[/QUOTE] geez thats nice
Curious if we'll get an update on the progress of new models. If anyone is working on them can we see pictures and maybe a list of what's exactly being made so we don't have 5 people working on machine guns. Also maybe if you don't want to continue, could you possibly upload resources so they can be worked on by other people?
New and correctly scaled machine gun and cannon models have been in the works for a while. Kyle plans to release them soon™.
[QUOTE=Lufteh;52527014]New and correctly scaled machine gun and cannon models have been in the works for a while. Kyle plans to release them soon™.[/QUOTE] gaijin is making the models soon™
[QUOTE=Nesara;52533018]gaijin is making the models soon™[/QUOTE] Why would we use gaijin's models? Too high poly which would kill fps and won't be scaled properly on top of it being obvious theft.
I'd rather wait for Kyle models, Gaijin models wouldn't be optimal for ACF.
If people are working on models, can we get threads for updates? Atm everyone is in the dark unless you're in the "circle".
[QUOTE=DatCheez;52544453]If people are working on models, can we get threads for updates?[B] Atm everyone is in the dark unless you're in the "circle".[/B][/QUOTE] Insider Secret(s): - It's an octagon not a circle. - Even if you are in it, you still don't hear didly. - There's one magical individual holding the whole process up. The models themselves have been done for months. IIRC It's just a matter of getting the damn things textured.
[QUOTE=TheMrFailz;52544566]Insider Secret(s): - It's an octagon not a circle. - Even if you are in it, you still don't hear didly. - There's one magical individual holding the whole process up. The models themselves have been done for months. IIRC It's just a matter of getting the damn things textured.[/QUOTE] couldnt the model author just upload them here ???? i'm 100% sure someone would make texture for it in less than a day
-Snip- No fuckin point asking this, will just give up.
[QUOTE=TheMrFailz;52544566]edit: Not sure if you guys are dumbing me or the reason they're not out (don't really care either way), but I'm not lying. Legit they've been basically done for a while[/QUOTE] Dumb posts tends to get dumb ratings, this has allways been a thing in facepunch? I don't know why you care. [QUOTE=Nesara;52544711]couldnt the model author just upload them here ???? i'm 100% sure someone would make texture for it in less than a day[/QUOTE] I'm pretty sure its related to authors not liking getting bothered by people when they say theyre doing stuff. So let's just be patient for now...Maybe...Or not?
I've never played on the battle servers, what kind of propcount/constraint restrictions are there usually? Just curious because I see tanks on sandbox servers with hundreds of props (not holos) that 1v1 cause lots of lag. Is there a general rule of thumb how many props/constraints to aim for before lag is an issue? And alongside that, is there an easy way to tell if a tank I'm about to fight has an absurd amount of props without just taking their word for it?
[QUOTE=flyingspatula;52552234]I've never played on the battle servers, what kind of propcount/constraint restrictions are there usually? Just curious because I see tanks on sandbox servers with hundreds of props (not holos) that 1v1 cause lots of lag. Is there a general rule of thumb how many props/constraints to aim for before lag is an issue? And alongside that, is there an easy way to tell if a tank I'm about to fight has an absurd amount of props without just taking their word for it?[/QUOTE] usually, people will start giving you bad looks if your tank exceed 200 props, you would get most people happy by keeping your tank 150-125 props or less about constraints, as long as your tank doesnt lag the game, people probably wont even look at your constraint count. if you want to know the prop count of someone, just click on their name in the leaderbard, there will be props: xxx
[QUOTE=Nesara;52553038]usually, people will start giving you bad looks if your tank exceed 200 props, you would get most people happy by keeping your tank 150-125 props or less about constraints, as long as your tank doesnt lag the game, people probably wont even look at your constraint count. if you want to know the prop count of someone, just click on their name in the leaderbard, there will be props: xxx[/QUOTE] I keep mine under a strict 60 props... Is this bad?
[QUOTE=Kardel;52553477]I keep mine under a strict 60 props... Is this bad?[/QUOTE] why would that be bad ?
[QUOTE=Nesara;52553038]usually, people will start giving you bad looks if your tank exceed 200 props, you would get most people happy by keeping your tank 150-125 props or less about constraints, as long as your tank doesnt lag the game, people probably wont even look at your constraint count. if you want to know the prop count of someone, just click on their name in the leaderbard, there will be props: xxx[/QUOTE] What usually lags the most from tanks? If prop count is under 200 assuming most are parented, and constraints are minimal. I've built simple tanks with low props/constraints and very low e2 cpu but still lag server in a fight.
[QUOTE=flyingspatula;52556271]What usually lags the most from tanks? If prop count is under 200 assuming most are parented, and constraints are minimal. I've built simple tanks with low props/constraints and very low e2 cpu but still lag server in a fight.[/QUOTE] The thing that makes tanks inherently laggy (server IN-wise, not to be confused with affect on FPS) is the amount of physical props linked to it. So lag is usually linked to wheel count, but this isn't always the case. A cool little experiment you could do is spawn a plate with a bunch of E2s welded to it, dupe it, and make another version where the E2s are parented to a gate that is parented to the base. If you unfreeze the plate with the welded E2s and type "net_graph 2" in the console, you can see it makes quite a bit of lag (depending on the amount of E2s you have on it) in the server (shown by the sea of red). If you unfreeze the plate with the parented E2s, it won't make nearly as much lag. When you're done, you can type "net_graph 0" to turn of the graph. If you do decide to test this, bear in mind that there is usually an "idle" of server IN, and there's usually going to be other people on the server testing things.
[QUOTE=2 live toolgu;52556380]The thing that makes tanks inherently laggy (server IN-wise, not to be confused with affect on FPS) is the amount of physical props linked to it. So lag is usually linked to wheel count, but this isn't always the case. A cool little experiment you could do is spawn a plate with a bunch of E2s welded to it, dupe it, and make another version where the E2s are parented to a gate that is parented to the base. If you unfreeze the plate with the welded E2s and type "net_graph 2" in the console, you can see it makes quite a bit of lag (depending on the amount of E2s you have on it) in the server (shown by the sea of red). If you unfreeze the plate with the parented E2s, it won't make nearly as much lag. When you're done, you can type "net_graph 0" to turn of the graph. If you do decide to test this, bear in mind that there is usually an "idle" of server IN, and there's usually going to be other people on the server testing things.[/QUOTE] You can't ever truly praise the reductions in lag that parenting stuff does. Its a miracle what it does, really is.
[QUOTE=Horatius;52557358]You can't ever truly praise the reductions in lag that parenting stuff does. Its a miracle what it does, really is.[/QUOTE] Indeed, none of the vehicles I have built in the past three years wouod be driveable without it.
something most people seem to ignore: shooting mg's and or fast firing weapons at a tank with a lot of props WILL lag any server, and supposing that ThomasTTC damage model could handle more shots per second (i have no idea but i hope so) it would be even more of a reason to add it
Yo why is it that an ACF gearbox can't brake props unless it has an ACTIVE engine connected to it? Trying to set up four wheel brakes on my RWD car is getting a bit ridiculous, when it feels like a couple of ACF clutches could easily do the job, but instead I gotta have a 250cc engine there idling just to be able to brake properly.
Wire clutches are my goto, less spaz prone than ACF brakes and they'll hold a vehicle still to boot.
If you need a good ACF server you can join : 46.214.207.144:27015 . It has tickrate 66 , 8 GB ram and better specs than other shits. Thank you
[QUOTE=TestECull;52571414]Wire clutches are my goto, less spaz prone than ACF brakes and they'll hold a vehicle still to boot.[/QUOTE] Really? I swear when I tried wire clutches they would forcibly distort or break wheel constraints. Maybe worth trying again then.
[QUOTE=flyingspatula;52588461]Really? I swear when I tried wire clutches they would forcibly distort or break wheel constraints. Maybe worth trying again then.[/QUOTE] Setting a clutch value very rapidly eg interval will do just that. Well at least a few years ago anyway.
[QUOTE=flyingspatula;52588461]Really? I swear when I tried wire clutches they would forcibly distort or break wheel constraints. Maybe worth trying again then.[/QUOTE] I've been using Wire Clutches for brakes since they first came out and I've never had them break constraints. If you apply too much force they'll start to stretch the constraints, but so does any other constraint applied to the wheel in the name of slowing it down if you feed it too big a value, and generally speaking unless your suspension constraints have no leverage to work off of you'll lock the tire up before you bend anything. I've found that, most of the time, values no higher than 200 per axle are A-OK, enough to stop effectively but not enough to ruin constraints. Independent suspension can withstand values as high as 2k, but you'll lock your tires up so quickly you might as well use weld latches if you're throwing values like that down. My smaller vehicles tend to use braking values as low as 50. My bulldozer, my tank destroyer, and my 0-6-0 Steam Loco use 750 per axle, owing to their excessive weight(and in the case of the steamer and dozer, no suspension at all, both vehicles relying primarily on the natural constraint flop for suspension) I also drive with a pad, so having a variable friction is key for me. [QUOTE=shadowboy303;52588641]Setting a clutch value very rapidly eg interval will do just that. Well at least a few years ago anyway.[/QUOTE] AKA 'Don't put ABS on Wire Clutch brakes' :v:
Sorry, you need to Log In to post a reply to this thread.