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Towing of vehicles isn't really practical and needs some tweaking
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Description

I have found that whit the recent addition of setTowParent it generally doesn't really work that well.
What i mean by that is that you need a vehicle just as big in order to tow it.
And you need a run up in order to get it to move.
And then when you get it to move the speed is limited or has jerky reaction.

I find it weird i can't move a panther with a hemtt. When no brakes are engaged because of setTowParent command.

Details

Severity
Tweak
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Category
Sling Loading
Steps To Reproduce

ropeCreate [towingvehicle , [0,-5,-1], towedvehicle , [0,3,-1], 5, ["RopeEnd", [0,0,-1]], ["RopeEnd", [0,0,-1]]];
towedvehicle setTowParent towingvehicle;

Make towedvehicle a panther and make towingvehicle the hemtt.

I see the panther threads moving but the vehicle doesn't move.

Event Timeline

Darkbelg created this task.Mar 5 2022, 2:27 PM
Darkbelg renamed this task from Sling loading of vehicles isn't really practical and needs some tweaking to Towing of vehicles isn't really practical and needs some tweaking.Mar 7 2022, 7:40 PM

To add to this. When i try and pull a rhino with a hemtt. I get like 7 to 8 km/h. But when i use the disable break command and just push it. I get it to 17 or 18 km/h.

dedmen added a subscriber: dedmen.Mar 9 2022, 10:28 AM

Thats sadly just how the game physx work.

Perhaps a work around could be for example a new "setTowParentStrong" command.

towedvehicle setTowParentStrong towingvehicle;

It works by reducing the towedvehicle mass (and perhaps disabling collisions etc), also dismounting all units inside it and locking it.

The side effect is that no player/unit can be inside the vehicle being towed but should work much better.