MAV - Multipurpose Allterrain Vehicle

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MAV - Multipurpose Allterrain Vehicle // Work in Progress

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Post by kena // Feb 1, 2008, 5:40am

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There is an autosave for 6.6! go to file - preferences. It's right there. Just put in a check mark and you will have the autosave enabled :D

EDIT: you can also do a <ctl><s> to save your work

Post by B_Soldier // Feb 1, 2008, 5:51am

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emulator? whats that?
Don't mind me, it's not really helping the thread anyway.

Post by TomG // Feb 1, 2008, 7:25am

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Couple of thoughts here


1. There was an autosave plugin I believe, which saved for you every 5 minutes or 1 minute or whatever you chose. It was third party, not from a major developer if I remember rightly, a web search may uncover it.


2. Are you working in the scene with the full model in it? The model is looking like its getting pretty big, which could be putting a strain on the memory and making it more prone to crashes. What I often do to speed up working (and perhaps increase stability) is delete stuff I don't need, eg everything except the gun and its immediate surroundings would go while I worked on the ammo feeder.


Then once done, I save my ammo feeder as an object, fire up my full scene, and drop my object in. It may or may not help stability, but could be worth a go.


3. Emulator is a way of running one computer system on another, copying the workings of the first computer in software. This is usually done to make games from a game console run on a PC - in this case, it was a SNES (Super Nintendo Entertainment System), and the comment was made just about how he has got into the habit of saving every 10 seconds and how that could be possible as a workflow! With CTRL S I believe is the save shortcut in tS (so the suggestion was you could easily have a pattern of hitting that every 10 seconds).


I'd try the second suggestion first though :)




HTH!

Tom

Post by spacekdet // Feb 1, 2008, 9:20am

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Autosave tsx: Unknown what version it was written for so use at your own risk. Find it at Emmanuel's Archive (http://emmanuel.asset.free.fr/tsxarchive/index.htm)
tS 6.6 has something called 'Auto Save' in preferences, but it's not really what it sounds like. You still have to save the Project (does anyone really use 'Projects'?) and it will save the scene as well.
Cultivating the habit of frequently stabbing Control S is probably the fastest solution.
Tom's suggestion of modeling sub-objects in their own scene is a good one.
Make the best of the Layers (objects, not material) features- Hide the parts you don't need and keep the ones you do visible. This helps a lot in complex models/ scenes, and as a benefit the scene will load and run faster .
As a detail oriented modeler myself, I'm enjoying this thread and your work.

Post by theuns // Feb 1, 2008, 9:53am

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There is an autosave for 6.6! go to file - preferences. It's right there. Just put in a check mark and you will have the autosave enabled :D


EDIT: you can also do a <ctl><s> to save your work


Had a look at that one Keno, and the description says it will automatically save the scene when you save the project only... :(


CTRL+S doesn't work either because I reassigned it to my Sweep icon ;) But I did find Save Scene in the Icon Helper and assigned a new short cut to it that I will use for now

Post by theuns // Feb 1, 2008, 10:34am

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hi Tom and Spacecadet...


will try the autosave tsx from Emmanual, tnx


i also tend to model detailed objects in their own scene... the last scene that crashed was only 4378 polygons :( will just learn to use Save Scene shortcut more often i guess...


Understood about the emulator, i also use DosBox to run old MSdos classic games... :)


Spacecadet, still need to get used to layers, keep forgetting about them ;) have done the MAV model in layers already :) and tnx for the compliment :D


Alright... did a different configuration for the extractor, placed it below the drum rather than next to it and it works bette this way... first image shows the "stowed" position and the second the fully "extended" posistion... tried to add slide joints but failed misarably!!! why are they so difficult to use???

Post by theuns // Feb 1, 2008, 11:37am

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...just a quick render of the textured version on a desert scene made with Vue 6 LE...

Post by B_Soldier // Feb 1, 2008, 12:00pm

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I CAN'T WAIT! It will be animated right? Homina homina homina...

Post by theuns // Feb 1, 2008, 12:23pm

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I CAN'T WAIT! It will be animated right? Homina homina homina...


Hehehe, I do want to experiment with animation on it because I haven't really done any animations before. I'm more a stills scene setting person... but we'll see :)

Post by theuns // Feb 1, 2008, 11:59pm

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Just a note on that render... it crashed 4 times while I merely positioned the ground plain and painted it with a texture to do that render!!! and its only 8792 polgons???


What might cause it becuase I refuse to believe this is general unstibility of 6.6... perhaps the duel core CPU's or the crappy Geforce 7200se card I have?

Post by theuns // Feb 2, 2008, 4:52am

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... alright, some redesign time again ;)


First, the armor was removed because artillery would be in safe areas and won't need armor.


The armor will be on the MBT main battle tank [which I'm working on now].


Second, the cockpit was useless with its haudrailic arms, so I did two simple versions that now rests on the front wheel struts.

Post by kena // Feb 2, 2008, 5:29am

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Actually, 6.6 crashed on me more often than than 7.7 does. I have a Nividia card, so I think it didn't crash as much. Post in the tech forums with a dxdiag, and they can probably give you some recommendations.

Post by theuns // Feb 2, 2008, 5:45am

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tnx kena, i will...

Post by theuns // Feb 4, 2008, 10:53pm

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what looks better? having the cockpit on the drive struts or inside the main hull? there is still space for the scout car as well...

Post by Nez // Feb 4, 2008, 10:55pm

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Having them out front would give good visibility and looks pretty cool - but potentially leaves them more exposed to damage?

Great model...

Post by theuns // Feb 4, 2008, 10:59pm

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tnx Nez ... true, though it is an artillery piece and should never be in direct line of fire so we could have them outside... another option is putting it on the forward sloping armor panel...

Post by ghost--scout // Feb 5, 2008, 12:39am

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what looks better? having the cockpit on the drive struts or inside the main hull? there is still space for the scout car as well...


Well when I sit down and think about it, there's gonna be enough vibration just being a tracked vehicle anyways, but when you attach the cockpit almost directly to the track, the pilot is going to get vibrated silly when the vehicle is moving lol

Post by theuns // Feb 5, 2008, 1:38am

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Well when I sit down and think about it, there's gonna be enough vibration just being a tracked vehicle anyways, but when you attach the cockpit almost directly to the track, the pilot is going to get vibrated silly when the vehicle is moving lol


Also thought about that at first but the suspension is between the strut and the tracks so that would be okay... just not sure if I like the look of the cockpits on the struts over there...

Post by theuns // Feb 9, 2008, 1:44am

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Another configuration change... single cockpit on the front hull...


Also made a new bigger version of the scout buggy that could take the pilot as well. There will be a trap door in the floor of the cockpit that the pilot can slip down into the buggy...


Going to redesignate the HAg to a MA2g - Medium Artillery 2xGun vehicle and design a new version HAg with a singl gun of much higher calibre 400-500mm or more with an simpler ammo loading mechanism to handle heavier proejctiles.


Also going to split the double 'gattling'-type guns to be stand-alone turrets and independent so it can track two targets at once.


Might also add a larger-caliber flechette cannon that can launch shrapnel-flak rounds and incendiary rounds to either shoot down low-flying aircraft, or put up a smoke screen while the vehicle makes its getaway.

Post by theuns // Feb 13, 2008, 3:49am

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Different model, the SHA-cprg Super Heavy Artillery unit with a chemical propellant round gun... this one also has different suspension I want to move over to the HAg and perhaps the split tracks as well...


I think the suspension is too far from the hull, might shorten the wheel struts and suspension but then again, it is good for land mine protection this way...

Post by B_Soldier // Feb 13, 2008, 10:44am

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How big is that compared to say the M-777. I saw it and immediately thought "bigger gun" :P

Post by theuns // Feb 13, 2008, 9:59pm

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Well, the M-777 is a 155mm field gun, similar to the G5 South African 155mm... the one above is a 400mm calibre... the proportion to the previous 100mm Gauss guns are wrong, I need to increase the size of the gun in this picture :) was thinking about that yesterday in fact ...


[ http://en.wikipedia.org/wiki/G5_howitzer ]

Post by theuns // Feb 21, 2008, 8:45pm

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Update time...


Increased the gun proportion ratio to the hull and added extra hydraulics to elevate the gun.


Also added a 3rd PDAC20 cannon on the top to cover blind spots.


Lastly, lowered the tracked wheels by fixing it to the bottom of the chasis, this also makes the wheel base more narrow.


Next up will be the main battle tank version.

Post by theuns // Feb 22, 2008, 3:46am

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Here is the first design for the MBT version, the Main Battle Tank...


MBT- Main Battle Tank with 1 x 150mm Main gun, 2 x 20mm Auto cannons, reactive double layer armor, 32 x ecm canister launchers...


Not sure about the tank tracks, should I add more wheel rims or also split it into double tracks like the Artillery units? Also not sure about the extarnal cockpit idea...

Post by Norm // Feb 22, 2008, 6:20am

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Very cool stuff.
We need a 3d shared space vehicle :) with your name all over it! :)

Post by B_Soldier // Feb 22, 2008, 12:58pm

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Can we get another angle of that turret?

Post by theuns // Feb 24, 2008, 11:21pm

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Norm, tnx :) ... tell me what kind of space vehicle you have in mind and I'll have a look at it, still want to do space vehicles and drop ships for these vehicles...


B_soldier, coming right up ;)

Post by theuns // Mar 8, 2008, 1:02am

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Sorry guys, one of those weeks, wife had a car accident right after replacing 3 tires for 3 grand, now its gonna cost 27 grand [only 2.2 of which i have to pay] to fix the car and we can't go on vacation this month as planned! Then her dad had a heart artery clogged and got bypass surgergy and to top if all off a good job oppertunity just doesn't want to get finalized so i can quite my current job and start the new on as a system design analysis!


Phew! Anyway, enough venting, did 'some' 3d again at least... here are some new views of teh MAV MBT main battle tank...


Not sure if I like the single or split tracks better...


Still want to flatten the hull and change the angle for better deflection for taking hits but other than that, don't think there is much more i want to add...


Comments suggestions?

Post by Norm // Mar 8, 2008, 3:12am

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Well in shared spaces, is good to have low poly machines. For physics, is also good to have low poly machines. In theory, we should be able to create a machine that could crawl over rocks and obstacles in path. Also folks can script tire rotation and suspension travel etc. We need fun items like this for shared space collaboration!

Norm, tnx :) ... tell me what kind of space vehicle you have in mind and I'll have a look at it, still want to do space vehicles and drop ships for these vehicles...

B_soldier, coming right up ;)

Post by theuns // Mar 8, 2008, 4:35am

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i see what you mean, Norm... will start experimenting with some simple ones and see what i come up with :)
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