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Wonky Tank Track Physics
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1.The tank tracks do not appear to be taken into consideration when calculating the suspension, collision, and traction of the wheels, ie, the wheels will instantly snap to their maximum extension when they pass over a curb, wedging said curb between two wheels with the tracks phasing right through it instead of said track suspending the wheels and allowing a smooth transition over it. Also it just makes the whole thing jarringly bouncy.

  1. The tank loses its momentum too quickly and will not rev up when it thinks it is pressed against something thus the tracks cannot dig in and force its sloped front end to slide up the obstacle until its tracks can grip it themselves, which brings me to my final point.
  1. The tracks/wheels do not grip said obstacles and thus either do not rev at all when supported by it or experience no traction and thus spin uselessly against it. On the other hand the tank can spin and bounce on the obstacle just fine.


Legacy ID
Game Physics
Steps To Reproduce

Take a tracked vehicle and drive over any obstacle that it should otherwise have no difficulty clearing.

Event Timeline

Dunk edited Steps To Reproduce. (Show Details)Jul 28 2013, 11:30 AM
Dunk edited Additional Information. (Show Details)
Dunk set Category to Game Physics.
Dunk set Reproducibility to Always.
Dunk set Severity to None.
Dunk set Resolution to Open.
Dunk set Legacy ID to 3183541903.May 7 2016, 3:43 PM
Heruon added a subscriber: Heruon.May 7 2016, 3:43 PM

Just noticed this.. It's as if the tracks aren't there!

danczer added a subscriber: danczer.May 7 2016, 3:43 PM

This is because there is no real track simulation. The tank has more wheels then the regular car. That is why it is bump every time when the obstacle is under the next wheel.

Dunk added a subscriber: Dunk.May 7 2016, 3:43 PM
Dunk added a comment.Jun 29 2014, 8:48 AM

Yes, that is the whole point of this ticket. The wheels are the only things simulated but turning is handled by a force being applied to the whole tank (according to another forum user), not even the wheels contribute towards it.

R3vo added a subscriber: R3vo.May 7 2016, 3:43 PM
R3vo added a comment.Aug 22 2014, 2:18 PM

Well, in my opionion, the whole movement of tanks needs an overhaul, and proper trank simulation is only one part of it. UPVOTED.

Val added a subscriber: Val.May 7 2016, 3:43 PM
Val added a comment.Oct 3 2014, 7:00 PM

Definitely agreed. In my opinion physics of all vehicles should be overhauled. Both wheeled and tracked.

Dunk added a comment.Oct 4 2014, 3:24 AM

I had created a video describing the shortcomings of a significant portion of the vehicle physics.

R3vo added a comment.Oct 4 2014, 11:07 AM

Thanks Dunk for that awesome video.

Here's some reference, how a tank suspension should behave.

Dunk added a comment.Oct 4 2014, 1:39 PM

That was the video that inspired me to make my own. ^_^

pops added a comment.Oct 14 2014, 1:38 PM

Out of all that the most annoying thing is that tanks lose their momentum as soon as the tracks leave the ground even if only for a fraction of a second. Cruising along in a MBT at 60 km/h, then suddenly a small drop in the ground and the tank gets superglued to it. Come on!

Sadly many of these issues are probably impossible to fix with the current engine.

Fennek added a subscriber: Fennek.May 7 2016, 3:43 PM

related to

Tank tracks dont exist, they are just visual. Nvidia PhysX model is based on wheels, therefore it will behave like wheels. PhysX doesnt allow complete and very realistic track simulation.
I don't know of any other game that has real tracksimulation, and i doubt we will see one soon because realworld Trackphysics are complex and calculationintensive.

Real track physics are very likely out of scope for Arma /it's unrealistic to expect it. As long as 0-speed torque is fixed (/ the clutch system is fixed) and controlls are repaired it will be much better.

Dunk added a comment.Oct 15 2014, 4:32 AM

@pops I could be wrong but I think it is because the mesh between the road wheels and front wheel contacts the ground and grinds it to a halt.

@Fennek Yes, I have explicitly acknowledged that I was aware of that fact that they are visual props in the comments and passively implied it in the ticket.

So in the end this is a problem with PHYSX? How do you think they could work around it, use two dozen little, simulated wheels for each set of tracks and the gap between the drive and road wheels? Even if they fixed the clutch it is still bouncy as balls when something slides between the wheels, jarring as well making it liable to be able to get stuck.

physx simulation only allows 20wheels at max. Tank wheel count is already high (Kuma= 18 wheels). There is no workaround possible with extra wheels.

Dunk added a comment.Oct 15 2014, 10:47 PM

Darn, what about making the virtual wheels big enough that they overlap and add one more between the road wheels and front drive wheel? Can the engine handle that?

seany added a subscriber: seany.May 7 2016, 3:43 PM
seany added a comment.Oct 31 2014, 5:26 PM

Voted. this is one of the biggest concerns for me with Arma3 at the moment.

Dunk added a comment.Nov 1 2014, 12:59 PM

Odd, you link my video seany and my Feedback ticket loses a negative vote but my video gains one. Tut, tut, tut, who could be responsible? :3

In all seriousness I really hope to eventually see a complete ground vehicle overhaul because they way all of them handle just feels so damn off putting.

P.S. As for armored vehicles burying their noses in the dirt:

Tank don't care, tank don't give a shit.

seany added a comment.Nov 1 2014, 5:04 PM

I highlighted this vid over on the Bis forums yesterday, so you Probably got a vote down by some bis forum troll who doesn't like me/you/or is having a bad day..I dunno. I up voted both here and your vid.. Good work btw, I hope we can get it fixed!

R3vo removed a subscriber: R3vo.Mar 21 2021, 11:03 AM
This comment was removed by DennisFoster.