Plan for James Steele
by James Steele · 12/08/2005 (10:31 am) · 6 comments
It's pretty interesting to see how may people were interested in my previous plans on implementing proper physics for tracked vehicles, especially tanks. Sadly I don't have my old source because, as I mentioned previously; my PC is somewhere between here and Australia.
But all is not lost.
I'm in the process of re-implementing my tank-physics code, albiet in a slightly different manner. I may turn this into a resource in the near future but for now, the code is only available upon request. That is, once I actually get it running. I'm writting it as we speak, but my laptop is so slow at building the Torque code so it's taking me a wee bit longer than I would like.
There's nothing running yet...but there will be soon, and I'll show some screenshots when I have anything to show :)
But all is not lost.
I'm in the process of re-implementing my tank-physics code, albiet in a slightly different manner. I may turn this into a resource in the near future but for now, the code is only available upon request. That is, once I actually get it running. I'm writting it as we speak, but my laptop is so slow at building the Torque code so it's taking me a wee bit longer than I would like.
There's nothing running yet...but there will be soon, and I'll show some screenshots when I have anything to show :)
About the author
#2
12/08/2005 (6:09 pm)
Sounds very cool, I will be interested when you get it working, I will have 6 weeks off from work to play with Torque.
#3
In your case, normally you would expect the APC's collision mesh to be hit first by weapon fire, so if this isn't happening. Either your APC doesn't have a collision mesh or it's something else all together, and nothing to do with vehicle dynamics :)
12/09/2005 (1:15 am)
@Ryan The use of using multiple collision meshes is really up to you. I'm more concerned about the actual vehicle dynamics of the tracked vehicle. In your case, normally you would expect the APC's collision mesh to be hit first by weapon fire, so if this isn't happening. Either your APC doesn't have a collision mesh or it's something else all together, and nothing to do with vehicle dynamics :)
#4
12/09/2005 (8:56 am)
I was just hoping that someone was expanding the vehicle collision system. As far as normally expecting the APC's collision to be hit first is not true. In the case of an APC with a troop ramp that is down, any weapons fire into the troop compartment should be allowed to enter the vehicle and possibly impact any embarked troops. You can't do that with the single collision mesh that TGE vehicles give you. Unfortunately the vehicle class needs to be modified to allow for multiple collision meshes just like the player class. I'm looking foward to seeing what you have going on with this, tracked vehicles are near and dear to me. In a previous life I commanded an entire section of AAVP7A1's in the USMC and loved every minute of it. If you have any questions about different tracked vehicle turning patterns (hydrostatic vs. braked) let me know, I would be glad to answer any questions.
#5
12/09/2005 (10:06 am)
I am very interested in this. I used Bravetree's Tankpack code to implement a skidsteer-type vehicle, which is what a tank basically is. It worked, but didn't behave that way I wanted. So this was put on the back burner till I get other vehicles done. Looking forward to hearing more about this.
#6
12/12/2005 (2:27 am)
I have a use for this in some simulations I am trying out. I'll look forward to hearing more about it! 
Torque Owner Ryan Mick
Red Witch Entertainment