Search found 73 matches

by russ
Mon Apr 16, 2018 11:49 am
Forum: 1942 Modding Discussion
Topic: *SSM Limiting Altitude in SA342s
Replies: 29
Views: 48483

Re: *SSM Limiting Altitude in SA342s

It's pretty clear how airDensityZeroAtHeight effects wings, but the effect on engine thrust is really unclear. In fact, it looks like as you get to the height, your thrust might actually be increasing. It'd be interesting to do a helicopter takeoff test, once with airDensityZeroAtHeight at 1000.0, a...
by russ
Fri Apr 06, 2018 8:02 pm
Forum: 1942 Modding Discussion
Topic: *SSM Limiting Altitude in SA342s
Replies: 29
Views: 48483

Re: *SSM Limiting Altitude in SA342s

If you wanted to use a really big hammer, you could allow the engines only limited use before cooling off:

http://bfmods.com/mdt/scripting/ObjectT ... ement.html
by russ
Fri Apr 06, 2018 7:57 am
Forum: 1942 Modding Discussion
Topic: *SSM Limiting Altitude in SA342s
Replies: 29
Views: 48483

Re: *SSM Limiting Altitude in SA342s

AirDensityZeroAtHeight effects PhysicsEngine and PhysicsWing. The wing side of things would certainly account for different planes being treated differently.
by russ
Mon Mar 12, 2018 9:29 am
Forum: 1942 Modding Discussion
Topic: Increasing CPU Time To AI
Replies: 8
Views: 26361

Re: Increasing CPU Time To AI

game.serverCoopCPU is completely broken, in more than one way.

Use ai.SystemQuotient as described in the bf single player link.
by russ
Sat Mar 10, 2018 11:31 pm
Forum: 1942 Modding Discussion
Topic: Increasing CPU Time To AI
Replies: 8
Views: 26361

Re: Increasing CPU Time To AI

Oh geez, adding insult to injury, AIMain::AIMain is called after the assignment, so it would never happen anyway. Changing it in the console won't help either since it only modifies the value in setup, not AIMain itself. But as the professor says, good news everyone! http://bfmods.com/mdt/scripting/...
by russ
Sat Mar 10, 2018 11:08 pm
Forum: 1942 Modding Discussion
Topic: Increasing CPU Time To AI
Replies: 8
Views: 26361

Re: Increasing CPU Time To AI

I suspect this may be broken. It looks like the setup code is reading in an int, 0-100, but the AI code is expecting a value 0.0 to 1.0. It looks like the default is 0.2. I don't see where it's divided by 100 before passing it into the AI code. Try 1 and see if that helps.
by russ
Sun Feb 25, 2018 7:23 pm
Forum: 1942 Modding Discussion
Topic: Fixing the CTF flag object so it doesn't fall through meshes
Replies: 33
Views: 82862

Re: Fixing the CTF flag object so it doesn't fall through me

Interesting, did you manually place a flag at some altitude and watch it fall or something, not just seeing it appear on the ground?
by russ
Sun Feb 25, 2018 7:06 am
Forum: 1942 Modding Discussion
Topic: Fixing the CTF flag object so it doesn't fall through meshes
Replies: 33
Views: 82862

Re: Fixing the CTF flag object so it doesn't fall through me

What makes you think it's falling through anything?