Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Nerf offroading #177

Draft
wants to merge 2 commits into
base: master
Choose a base branch
from
Draft

Nerf offroading #177

wants to merge 2 commits into from

Conversation

Fusselwurm
Copy link
Member

@Fusselwurm Fusselwurm commented Nov 12, 2020

as discussed in gruppe-adler/TvT_GTV.lythium#16

nerf offroading:

Many vehicles in Arma do not sufficiently feel what it's like to go offroad.

This addon aims to properly punish cars & bikes for leaving paved streets.

We'll need to take a lot of stuff into consideration here:

  • some islands already provide tough going offroad (example: VT7)
  • some vehicles are very slow from the get-go (example: RDS Civ vics)
  • some vehicles should not be impacted much (example: APCs)

@Fusselwurm
Copy link
Member Author

@Fusselwurm
Copy link
Member Author

need to check if we can hack terrain configs to that effect

@nomisum
Copy link
Contributor

nomisum commented Jan 12, 2021

need to check if we can hack terrain configs to that effect

there is a param in cfgSurfaces
https://pmc.editing.wiki/doku.php?id=arma3:terrain:cfgsurfaces
https://community.bistudio.com/wiki/Arma_3:_CfgSurfaces_Config_Reference

surfaceFriction = 2.5; // Used by SurfRoadTarmac, highest surface friction value
surfaceFriction = 2; // Used by SurfRoadConcrete, above average surface friction value
surfaceFriction = 1.8; // Used by GdtDirt, below average surface friction value
surfaceFriction = 1.5; // Used by GdtMarsh, low end of surface friction values
maxSpeedCoef = 1; // 100% speed

VT5 used this afaik

edit: changing that value on the fly is certainly not possible but would be great to simulate slipping or mud 🤔
https://www.youtube.com/watch?v=3MQlSNmwEDo

edit2: there seems also a second param in vehicles configs to control impact of values above:

terrainCoef
Sets the importance of surfaceFriction on limiting the vehicle maximum speed on various surfaces. The bigger the value to slower the vehicle will be able to go over rough surfaces.

https://community.bistudio.com/wiki/Arma_3:_Vehicle_Handling_Configuration#terrainCoef

@Fusselwurm
Copy link
Member Author

ftr: ich war hier hängengeblieben an der Frage, ob's ne Scriptlösung sein sollte , oder ob ich die Surfaces entsprechend hacken kann

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants