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Djavdet
Joined: Tue Sep 07, 2010 3:36 pm Posts: 71 Location: RUSSIA
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How to make unit-class AHuman weighing 3000 kg?
How to make unit-class AHuman weighing 3000 kg?
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Fri Sep 16, 2011 4:50 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: How to make unit-class AHuman weighing 3000 kg?
Well, give it a mass of 3000.
Well, not exactly. Give the four limbs and the head a mass of 300 and the torso a mass of 1500.
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Fri Sep 16, 2011 6:12 pm |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: How to make unit-class AHuman weighing 3000 kg?
Yeah, but it would probably sink real fast. You could theoretically make it have negative mass attachables to counteract that, though, and maybe a simple Lua script to reduce RadRotation to lessen ragdolling. It would also make your actor look like it can withstand RPG fire.
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Sat Sep 17, 2011 7:06 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: How to make unit-class AHuman weighing 3000 kg?
The only way I can think for having an actor weighing 3000 kg without sinking would be making it very huge and giving the feet huge atom groups.
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Sat Sep 17, 2011 7:11 am |
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Djavdet
Joined: Tue Sep 07, 2010 3:36 pm Posts: 71 Location: RUSSIA
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Re: How to make unit-class AHuman weighing 3000 kg?
Asklar wrote: Well, give it a mass of 3000.
Well, not exactly. Give the four limbs and the head a mass of 300 and the torso a mass of 1500. Does not work correctly,selling everything
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Sat Sep 17, 2011 7:14 am |
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Djavdet
Joined: Tue Sep 07, 2010 3:36 pm Posts: 71 Location: RUSSIA
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Re: How to make unit-class AHuman weighing 3000 kg?
carriontrooper wrote: Yeah, but it would probably sink real fast. You could theoretically make it have negative mass attachables to counteract that, though, and maybe a simple Lua script to reduce RadRotation to lessen ragdolling. It would also make your actor look like it can withstand RPG fire. Your advice is useful. Thank you all for your advice.
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Sat Sep 17, 2011 7:16 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: How to make unit-class AHuman weighing 3000 kg?
carriontrooper wrote: You could theoretically make it have negative mass attachables to counteract that. This works very well, can really vouch for it.
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Sat Sep 17, 2011 9:22 am |
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Awesomeness
Joined: Sat Jun 19, 2010 5:02 pm Posts: 331 Location: Mekkan
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Re: How to make unit-class AHuman weighing 3000 kg?
So basically having something with a mass of 500 and an attachable with a mass of -450 will give it lots of extra inertia?
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Sat Sep 17, 2011 4:11 pm |
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The5
Joined: Fri Aug 19, 2011 4:02 pm Posts: 40
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Re: How to make unit-class AHuman weighing 3000 kg?
Interestign topic! My brother wants me to create him some realy heavy armoured person. My own actor already weights quite a bit and tends to sink his whole legs in earh material. Lizardheim wrote: carriontrooper wrote: You could theoretically make it have negative mass attachables to counteract that. This works very well, can really vouch for it. And what would be the effect of this? I mean, you got a actor of 3000kg - 2900kg of negative mass attachables resulting in 100kg effective mass, and then? Your actor simply is 100kg then. You could have made him 100kg the first place. Will it still require a impulse strong enough to lift 3000kg to push him arround or only one of 100kg?
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Sun Sep 18, 2011 7:18 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: How to make unit-class AHuman weighing 3000 kg?
The5 wrote: And what would be the effect of this? I mean, you got a actor of 3000kg - 2900kg of negative mass attachables resulting in 100kg effective mass, and then? Your actor simply is 100kg then. You could have made him 100kg the first place. Will it still require a impulse strong enough to lift 3000kg to push him arround or only one of 100kg? I was having the same doubt. What would happen in the case of, for example, flying at top speeds against a soldier, would it recieve a 3000 kg * Top Speeds m/s, or only the 3000 kg - 2900 kg * Top Speeds m/s force? And what would happen in the case of the attachables gibbing? The soldier will begin sinking in the ground?
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Mon Sep 19, 2011 1:34 am |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: How to make unit-class AHuman weighing 3000 kg?
That's why you attach the attachable to the body, make it unhittable and can't hit, also invisible to boot. And attach it with sufficient jointstrength just in case.
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Mon Sep 19, 2011 1:23 pm |
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The5
Joined: Fri Aug 19, 2011 4:02 pm Posts: 40
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Re: How to make unit-class AHuman weighing 3000 kg?
So whats the effect off 3000kg - 2900kg now? Anyone tried it already?
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Tue Sep 20, 2011 11:33 am |
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Awesomeness
Joined: Sat Jun 19, 2010 5:02 pm Posts: 331 Location: Mekkan
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Re: How to make unit-class AHuman weighing 3000 kg?
Well I made an anti-gravity rock in a mod I might release eventually; you hold it and it lowers your weight. It just makes you lighter (less inertia as if the actor weighed less) so I think it's safe to say it doesn't add extra inertia. The effect could be done in Lua though.
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Tue Sep 20, 2011 9:01 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: How to make unit-class AHuman weighing 3000 kg?
So, doing this crazy method or making the actor weigh 100 KG by default is the same thing?
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Tue Sep 20, 2011 9:11 pm |
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Awesomeness
Joined: Sat Jun 19, 2010 5:02 pm Posts: 331 Location: Mekkan
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Re: How to make unit-class AHuman weighing 3000 kg?
Using logic from the evidence I have, I assume so.
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Wed Sep 21, 2011 12:11 am |
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