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Posted

Hi. I set op a harbor (Tuapse default group Kuban cities, Kuban autumn map, not using the OffWinters africa MOD BTW)

Placed a few ships underneath the cranes already present default is no damage set to the block.

These cranes always appear damaged but only at game start, not in the editor view port while setting things up.

They both usually crash the ship parked below it.

Damage settings for the crane block are not programmed Setting damage to 0.5 seems to let only the left one crash.             Is this a known bug?

 

Crane Crashing ships.jpg

Posted

I have the same issue in BoBP

Posted (edited)

I am experimenting, i set damage for the crane blocks to 0.1 (0 doesn't work, they default to 1).

 

Still the same so it's a bug:

 

Crane Crashing ships damage set.jpg

Edited by jollyjack
Posted (edited)

Looks like the collision object of the crane is too big. I guess it's simplified and it's just a big cube that fits the whole crane. See if you can fly below the crane.

 

Besides fixing this bug (I'll report it to beta test) we can really use some static ships, specially with a Normandy/Channel map in development.

Edited by SYN_Vander
  • Upvote 1
Posted
6 minutes ago, SYN_Vander said:

Looks like the collision object of the crane is too big. I guess it's simplified and it's just a big cube that fits the whole crane. See if you can fly below the crane.

 

Besides fixing this bug (I'll report it to beta test) we can really use some static ships, specially with a Normandy/Channel map in development.

 

I wanted to use those landboata for the Russian navy, but the have a permanent nazi flag ..

yep missing a lot, if normandy is as half done as with the BoP (exept for some things like planes) i am not really interested anyway.

 

Two things regarding BoN  would change my mind though, player C47 and B25 versions , A player Willys (armored LoL) and Churchill player tank

Posted

So the collision model isn' t a simple cube, but the collision model for the hook seems to extend all the way to the surface:

image.thumb.png.5ae2da7c94e957e977d4b5c22f2efa5c.png

 

And BOOM!:

 

image.thumb.png.6fc89cdb8f57e6810b167bc8867abec8.png

  • Thanks 1
Posted
30 minutes ago, SYN_Vander said:

Looks like the collision object of the crane is too big. I guess it's simplified and it's just a big cube that fits the whole crane. See if you can fly below the crane.

 

Besides fixing this bug (I'll report it to beta test) we can really use some static ships, specially with a Normandy/Channel map in development.

 

Static Ships ? We have blocks that are static ships ?

 

I also had this issue that I solved by keeping the ships just further from the jettty.

The problem becomes more complicated when the Sea State is bad say 5. The ships start moving with the waves and they do not stay put like anchored and start to drift. They hit the cranes that crash and fire start on the ships. If there is no crane they start to penetrate the jetty like if it was transparent, there is no collision. Jetties are strange ground objects in this game.

 

But the fundamental error is that in the harbour you have the same waves that in high seas. Normally there should be no waves in the harbour, but this is a faulty modelling of the sea in the harbour. The only reason why ships could move in the harbour is the wind. High waves do not mean high winds (often yes). So the simulation here is very primitive let's say. I know that the typical comment is that this is a flight simulator and not a ship one. I know that, but we want to be the best, as Jason often says.

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  • Upvote 1
Posted (edited)
42 minutes ago, IckyATLAS said:

 

Static Ships ? We have blocks that are static ships ?

 

I also had this issue that I solved by keeping the ships just further from the jettty.

The problem becomes more complicated when the Sea State is bad say 5. The ships start moving with the waves and they do not stay put like anchored and start to drift. They hit the cranes that crash and fire start on the ships. If there is no crane they start to penetrate the jetty like if it was transparent, there is no collision. Jetties are strange ground objects in this game.

 

But the fundamental error is that in the harbour you have the same waves that in high seas. Normally there should be no waves in the harbour, but this is a faulty modelling of the sea in the harbour. The only reason why ships could move in the harbour is the wind. High waves do not mean high winds (often yes). So the simulation here is very primitive let's say. I know that the typical comment is that this is a flight simulator and not a ship one. I know that, but we want to be the best, as Jason often says.

 

In Rise of Flight we already had this. Plus static ships... So we can hope.

 

image.png.328f2a550eb52b51b528288759f5dbde.png

Edited by SYN_Vander
Posted

This seems as good as you can get. For this you have to push back the cranes.

Maybe here it is extreme. The compromise is to move the crane and the ship somewhere in between to keep the illusion correct from above flying.

But beware if you have higher waves depending on the drift direction you may get a collision with the crane.

 

 

 

2021_1_31__11_32_24.thumb.jpg.b63a3a8950db76bd192f2d6831baf587.jpg

 

2021_1_31__11_30_43.thumb.jpg.378753b61e1ecdb3ed753a6eee9c9959.jpg

4 minutes ago, SYN_Vander said:

 

In Rise of Flight we already had this. Plus static ships... So we can hope.

 

image.png.328f2a550eb52b51b528288759f5dbde.png

 

Wow that seems perfect. This is what we want for the next update ?

Perfection is the right combination of the best from IL2, COD, ROF.

Put all this together, in a shaker with some ice a drop of lemon and a good martini, and there you are, you have perfection.

  • Upvote 1
Posted

Thanks for the explanation, Bob. Just moved the cranes back ...

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