Page MenuHomeFeedback Tracker

Hovercraftx simulation samples or at least config/Object Editor Guide
New, NormalPublic

Description

In Arma 3 a simulation = "Hovercraftx"; exists but due to lack of information it cannot be fully utilized. Using info from existing assets of the game, vehicles that use that simulation class can be used in the wáter but not over land.

In order to create mods that use that simulation class we would need a brief information about how to set assets that use that simulation class.

Details

Severity
Feature
Resolution
Open
Reproducibility
Always
Operating System
Windows 7
Category
General
Steps To Reproduce

A new entry in the community BIKI with an small config example with maybe one or two pictures about how to set memorypoints in Object editor.

Event Timeline

mankyle created this task.Apr 22 2020, 11:46 AM
mankyle updated the task description. (Show Details)
dedmen added a subscriber: dedmen.Apr 22 2020, 3:39 PM

Hovercraft is disabled in Arma 3 afaik? Or it atleast was.
Are you sure it works?

mankyle added a comment.EditedApr 22 2020, 5:18 PM

Well...
I can load a vehicle with simulation="hovercraftx"; in the editor that functions as a ship...
But no clue about to make it work over land...

For making it move in the water you have to add Lengeffect and Rengeffect memory points to the memory LOD.

I provide the config of a test vehicle. It can move over wáter but not over land… There are differences in handling if you change:

simulation="hovercraftx";

to

simulation="shipx"

foreach ($list as $item) {

class CfgPatches
{
	class mnk_hover
	{
		addonRootClass="A3_Soft_F_Beta";
		requiredAddons[]=
		{
			"A3_Soft_F_Beta"
		};
		requiredVersion=0.1;
		units[]=
		{
			"mnk_hover"
		};
		weapons[]={};
	};
};

class CfgVehicles
{
	class LandVehicle;
	class Car: LandVehicle
	{
		class NewTurret;
	};
	
	class I_MRAP_03_F;

	class mnk_hover : I_MRAP_03_F
	{
		author="$STR_A3_Bohemia_Interactive";
		
		editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\I_MRAP_03_F.jpg";
		_generalMacro="I_MRAP_03_F";
		scope=2;
		crew="I_soldier_F";
	
		displayName="Hovercraft Test";

		simulation= "hovercraftx";
	
		waterSpeedFactor= 0.001;
		terrainCoef = 10;
		
		maxSpeed					 = 85;		/// top speed of the vehicle
		overSpeedBrakeCoef     		 = 5;		/// how much does the vehicle itself brake in case it goes faster than maxSpeed
		enginePower            		 = 15000;		/// power of engine in kW
		engineShiftY           		 = 1;		/// relative virtual position of engine for PhysX, affects lateral ship slope during turns
		waterLeakiness         		 = 1.0;		/// amount of litres per second that leaks into ship if under water, destroyed or turned upside down
		turnCoef 					 = 0.9; 	/// how well is the ship able to turn
		thrustDelay 				 = 5;		/// initial delay to cause lesser slip when on 1st gear - thrust goes from zero to full in this time
		waterLinearDampingCoefY 	 = 3;		/// affect how fast does the ship go through waves down - higher values make it drift more on top of waves
		waterLinearDampingCoefX 	 = 0.5;		/// affects sliding of the ship in turns
		waterAngularDampingCoef 	 = 0.2;		/// increase this for smoother movement, but beware too high values
		waterResistanceCoef 		 = 0.008;	/// how much does water slow the ship down
		rudderForceCoef				 = 2.800000;	/// increase this to gain more turning on lower speeds
		rudderForceCoefAtMaxSpeed	 = 0.8;	/// increase this to gain more turning on higher speeds	
		idleRpm = 200;							/// revolutions per minute at which the engine idles
		redRpm = 16000;							/// maximum revolutions per minute of the engine
		
		class complexGearbox
		{
			GearboxRatios[]    = {"R1",-3.782,"N",0,"D1",5.0,"D2",2.85,"D3",0.55};
			TransmissionRatios[] = {"High",2.0}; // Optional: defines transmission ratios (for example, High and Low range as commonly found in offroad vehicles)
			gearBoxMode        = "auto"; //gearbox can be of type: full-auto (only requires 'W' or 'S'), auto (requires shift between drive and reverse), semi-auto, manual
			moveOffGear        = 1; // defines what gear an automatic or semi-automatic gearbox will move off from stationary in. 1 by default.
			driveString        = "D"; // string to display in the HUD for forward gears.
			neutralString      = "N"; // string to display in the HUD for neutral gear.
			reverseString      = "R"; // string to display in the HUD for reverse gears.
		};   			
		
		brakeDistance	 = 3;


			

		pointPilot="pilot";
		pointCommander="velitel";
		dustEffect="HeliDust";
		waterEffect="HeliWater";
		leftDustEffect="LDustEffects";
		rightDustEffect="RDustEffects";
		leftWaterEffect="LWaterEffects";
		rightWaterEffect="RWaterEffects";
		leftEngineEffect="LEngEffects";
		rightEngineEffect="REngEffects";
		leftFastWaterEffect="LWaterEffects";
		rightFastWaterEffect="RWaterEffects";
		memoryPointsLeftEngineEffect="dustBackLeft";
		memoryPointsRightEngineEffect="dustBackRight";
		memoryPointsLeftWaterEffect="dustFrontLeft";
		memoryPointsRightWaterEffect="dustFrontRight";

		typicalCargo[]=
		{
			"I_Soldier_lite_F"
		};
		side=2;
		faction="IND_F";
	};
};


  work_miracles($item);
}
dedmen claimed this task.Apr 23 2020, 3:10 PM

Can't help with samples as we don't have anything in Arma using this sim type.
I can see if I can provide some documentation, but that will take a while

Can't help with samples as we don't have anything in Arma using this sim type.
I can see if I can provide some documentation, but that will take a while

I supose that would have to come from VBS..

Thanks anyway for the effort!!!