Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: aldo_14 on January 09, 2003, 07:05:33 am

Title: Moment of Inertia Settings
Post by: aldo_14 on January 09, 2003, 07:05:33 am
Has anyone figured out what the calculations are for getting the proper value for this?  IIRC it was some sort of multiplicatory settings for xyz motion (3 sets of xyz co-ordinates)... basically, if it isn't set properly you get nasty 'judder' on capital ships (in particular) when they get hit.
Title: Moment of Inertia Settings
Post by: IceFire on January 09, 2003, 07:54:18 am
Fighters too...they don't get bounced around by anti-fighter beams.  Which causes them more damage.
Title: Moment of Inertia Settings
Post by: Bobboau on January 09, 2003, 10:25:20 am
http://hyperphysics.phy-astr.gsu.edu/hbase/mi.html
:)
Title: Moment of Inertia Settings
Post by: aldo_14 on January 09, 2003, 04:01:48 pm
Quote
Originally posted by Bobboau
http://hyperphysics.phy-astr.gsu.edu/hbase/mi.html
:)


Er... very nice, but AFAIK that can;t tell me how to get the right values into me pofs.
Title: Moment of Inertia Settings
Post by: DTP on January 09, 2003, 04:53:35 pm
take a ship or a figther from the Volition Packs, that is similar in size or better, mass, and copy paste the values from modelview.

for instance, if you got a fighter like the ulysses, you open that model in modelview and copy paste it.

that way your models will get the bounce effect.
Title: Moment of Inertia Settings
Post by: aldo_14 on January 10, 2003, 04:10:23 pm
Quote
Originally posted by DTP
take a ship or a figther from the Volition Packs, that is similar in size or better, mass, and copy paste the values from modelview.

for instance, if you got a fighter like the ulysses, you open that model in modelview and copy paste it.

that way your models will get the bounce effect.


Doesn't seem to work unfortunately... I used it for the CoW models, and the error persists. :(
Title: Moment of Inertia Settings
Post by: DTP on January 11, 2003, 12:49:55 am
Quote
Originally posted by aldo_14


Doesn't seem to work unfortunately... I used it for the CoW models, and the error persists. :(


Did you remember to change the mass info aswell.

sounds to me like you ship may have to large a mass.

PCS will (i think) let you edit the mass of your ship. use the same procedure for this as for moment of inertia.

for instance the mass of the GTF Apollo is 334.076416
while the mass for the SSD lucifer is 1798917.125000
Title: Moment of Inertia Settings
Post by: aldo_14 on January 14, 2003, 04:54:04 pm
Quote
Originally posted by DTP


Did you remember to change the mass info aswell.

sounds to me like you ship may have to large a mass.

PCS will (i think) let you edit the mass of your ship. use the same procedure for this as for moment of inertia.

for instance the mass of the GTF Apollo is 334.076416
while the mass for the SSD lucifer is 1798917.125000


I believe so... although it may be that I only guessed the mass.  I'll check, regardless, and hopefully it is just that.  How doe the same use M.O.I. values, anyway?  I asusmed they were used to divide the mass values in some way (too low for multiplicaiton, I thought), and using 0 caused FS2 to skip and use an alternate value.
Title: Moment of Inertia Settings
Post by: Nico on January 14, 2003, 05:58:20 pm
Quote
Originally posted by aldo_14


Doesn't seem to work unfortunately... I used it for the CoW models, and the error persists. :(


quite odd, that always worked for me, it even fixes the usual fly through/ invisible wall bug on capships...
Title: Moment of Inertia Settings
Post by: IceFire on January 14, 2003, 08:41:03 pm
It doesn't work perfectly...I tried it...copied the Perseus values onto Venom's Banshee.  The Banshee now gets beat around....but even more so than the Perseus now.  We need a way to figure that out...
Title: Moment of Inertia Settings
Post by: aldo_14 on January 15, 2003, 04:27:21 pm
Maybe the bounding box has an impact on this whole thing (dimensions of ship, i guess).