How to stop collision..??
#1

It is absolutely ridiculous!....... a bloody heavy great aeroplane taxiing along at 10 mph, barely touches a camouflage net shelter, and the result is a huge explosion....completely destroying the aircraft...and sometimes leaving the net untouched :roll: :roll: :roll:

is there a way to switch off the collision attributes of a particular object :?
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#2

Is it live.sim or something that contains the "collision" attributes? Just delete it?
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#3

It is ridiculous , as you say, fred - i've complained in the past about collision properties, and it would seem that, in IL2, the SLOWEST object in a collision will stand a better chance of surviving, in this case, a stationary net!
My example is a crewman bailing out - he bails, hits the wing of a He111 on the way down, shears off its wing - it plummets to its doom - the crewman respnsible then just opens his chute and lands safely.....go figure... Confusedhock: (I have a track of this particular episode)
It'd be great if we could find where these properties are, and maybe make some adjustments... Sad
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#4

spud Wrote:Is it live.sim or something that contains the "collision" attributes? Just delete it?

live.sim just directs the game to live.msh....which is all gobbledegook.... I tried changing this

[_ROOT_]
[Body]
Mesh Live
CollisionObject Live


to this..

[_ROOT_]
[Body]
Mesh Dead


no joy Cry
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#5

Maybe look at an object known to have no collision model.
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#6

spud Wrote:Maybe look at an object known to have no collision model.

...suggest one??? :?
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#7

Lesse, the "clutter" trees don't have one, right?

Also, the "console map error" problem claims that they quay objects have no collision models and returns an error.
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#8

spud Wrote:Also, the "console map error" problem claims that they quay objects have no collision models and returns an error.

Yeah, but they still have collision. Try running a seaplane into one and the plane will break Smile

Cheers, Neil Smile
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#9

the clutter trees are only there if you have certain graphic settings on...so they cannot be collideable objects

have to pose this problem to the clever guys...such as FC...its got me stumped Confusedhock:
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#10

Not sure but I think the Crimea rock is one such object. I think I saw AC flying through it without harm :?
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#11

Crimea rock is definately collideable....

I may have found a sort of work around.......

I changed the attributes of the standard masking net in the static.ini ...to this.....

[buildings.House$AirdromeMaskingnet]
Title Airdrome_Maskingnet
MeshLive 3do/Buildings/Airdrome/Maskingnet_5m/live.sim
MeshDead 3do/Buildings/Airdrome/Maskingnet/live.sim
AddHeightLive 5.0
Body WoodSmall
Panzer 0.0001

what it does is....... the live mesh is my own net...without poles set at 5m. height...so planes can go underneath it.......(I changed my 4 and 6 m. height nets to a single 5m. version)
when destroyed it changes to the default net with poles at ground height....but because it is now Mesh Dead it is not a collideable object and you can drive straight through it

Of course it can no longer be destroyed a second time....but it doesn't catch any bullets either....or protect a plane parked underneath
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