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BF1942 transmission gear ratios, for those who care
Posted: Sat Jan 18, 2014 2:03 am
by dudejo
Basically, those are reasonably accurate gear ratios for all of BF1942's available gear limits.
Personally, I find those ratios unsuitable for the kind of driving required by BF1942. Especially for tanks.
Re: BF1942 transmission gear ratios, for those who care
Posted: Sun Jan 19, 2014 1:48 am
by fo0k
thanks, how do you go about working this out?
Re: BF1942 transmission gear ratios, for those who care
Posted: Sun Jan 19, 2014 4:24 am
by dudejo
Lots of time in the debug exe, manually locking each gear and measuring the top speed.
Re: BF1942 transmission gear ratios, for those who care
Posted: Wed Jan 22, 2014 7:32 am
by Apache Thunder
Did you take into account material settings of the wheels? I've noticed alterations to the material for the wheels can have a big impact on top speed. Normally the material the wheels use is "undefined" That is material 36 (or 35/37, can't recall exactly right now) is what most if not all wheels in vanilla BF1942 use. Some mods like IS82 however define it as well as my Mario Kart mod. I don't know if it impacts your results, but it might be useful to know what the "default" values for friction and resistance are for a undefined material.
Re: BF1942 transmission gear ratios, for those who care
Posted: Wed Jan 22, 2014 1:13 pm
by dudejo
Do the wheel materials include tank tracks? I got one of the materials to work with the Ho-Ha's front wheels, so far. I'll see what I find.
EDIT: There was a big enough difference in speed to warrant adjusting something in my personal calculators but the gear ratios, for the most part, are almost identical.
Re: BF1942 transmission gear ratios, for those who care
Posted: Wed Jan 22, 2014 2:24 pm
by Sarge31FR
The material for all wheels is 37, including tank road wheels. Tracks don't have any COL mesh at all. The speed and behaviour of the vehicle is managed by the engine type in physics.con
ObjectTemplate.setEngineType c_ETCar = wheeled vehicles like cars, trucks etc.
ObjectTemplate.setEngineType c_ETTank = tracked vehicles like tanks and halftracks
Re: BF1942 transmission gear ratios, for those who care
Posted: Wed Jan 22, 2014 2:39 pm
by dudejo
Sarge31FR wrote:The material for all wheels is 37, including tank road wheels. Tracks don't have any COL mesh at all. The speed and behaviour of the vehicle is managed by the engine type in physics.con
ObjectTemplate.setEngineType c_ETCar = wheeled vehicles like cars, trucks etc.
ObjectTemplate.setEngineType c_ETTank = tracked vehicles like tanks and halftracks
I know that. What I'm wondering is if the tank wheels have a different material because Material ID 37 only works on cars and halftracks, as far as I can tell.
Re: BF1942 transmission gear ratios, for those who care
Posted: Wed Jan 22, 2014 3:00 pm
by Sarge31FR
ALL wheels have 37, no exception. At least none that i know of. In vanilla and all the mods (including ours) i checked so far the mat was always 37.
Re: BF1942 transmission gear ratios, for those who care
Posted: Wed Jan 22, 2014 7:25 pm
by Swaffy
If the tests were driven all on the same surface with the same vehicle, the ratios should still be the same.
Re: BF1942 transmission gear ratios, for those who care
Posted: Wed Jan 22, 2014 7:53 pm
by fo0k
so, I don't fully understand gear ratios (but Im sure google could help me out there..)
but I have never been able to make cars either go fast (say.. 150mph) or get them to accelerate in a realistic fashion / rate.
could anyone try to make a vehicle with properties of say.. a
bugatti veyron?