[REL] Utility 2000R [1.2.1 13/06/2019]

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JDaremo
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Re: [REL] Utility 2000R [1.1.1 09/07/2017]

#171 Post by JDaremo » 26 Jun 2018 02:24

I agree as well.
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-Raiden-
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Re: [REL] Utility 2000R [1.1.1 09/07/2017]

#172 Post by -Raiden- » 11 Jul 2018 10:22

Smarty wrote:
24 Jun 2018 19:54
Well, I don't think you've quite made a fool of yourself; At worst, you've goofed a wee bit. ;) The current released version doesn't/shouldn't support trailer cables. Even my current development version still only supports cables on the lead trailer. I'm afraid I've kind of dropped the ball on my ATS stuff over the last month or so – long hours in a hot environment has been leaving me kind of wiped at the end of the day.

I'll see if I can make a little progress on this tonight. Sorry guys.
It's updated, when it's updated ;)

So far I didn't have any problems with the latest version, nothing breaks the game. And I can live with the missing cables until you have them figured out and patched in.
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Re: [REL] Utility 2000R [1.1.1 09/07/2017]

#173 Post by B787 » 20 Jul 2018 16:10

If I am correct, there is a version of double trailers ? I can see them in the trailer browser but not on the freight market :?

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J. Ritter
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Re: [REL] Utility 2000R [1.1.1 09/07/2017]

#174 Post by J. Ritter » 21 Jul 2018 16:14

How about on the little cog wheel when you are at the shipper?
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Re: [REL] Utility 2000R [1.1.1 09/07/2017]

#175 Post by ViktorRy » 22 Jul 2018 22:18

Boeing73FLY wrote:
08 Jul 2017 06:50
...
Anyway, one thing I did notice was that whenever you have the parking brake set or if you apply the brakes fully, the dolly seems to spaz out just a tad. This only happens with the lightest load (I can't remember what I was carrying because I drove several loads today).
Boeing73FLY wrote:
08 Jul 2017 19:25
...
I did more testing with a profile with only with the trailer mod loaded. Confirmed: The dolly spazzes regardless of cargo weight and braking intensity. It stops when the brakes are released.
ShirBlackspots wrote:
08 Jul 2017 19:39
...
Its due to the fact that there's no weight on the dolly.

Code: Select all

cargo_mass_ratio: 3
	cargo_mass_ratio[0]: 0.5 <-- trailer 1
	cargo_mass_ratio[1]: 0 <-- dolly
	cargo_mass_ratio[2]: 0.5 <-- trailer 2
	cog_offset: 3
	cog_offset[0]: (0.0, 0.67, -0.2)
	cog_offset[1]: (0.0, 0.0, 0.0)
	cog_offset[2]: (0.0, 0.67, -0.2)
What would be helpful is if the dolly's mass ratio was like 0.2, and the other two trailers are 0.4 each.
Boeing73FLY wrote:
08 Jul 2017 20:12
Wouldn't slightly increasing the weight in the dolly chassis.sii help too, to keep the cargo masses on the two trailers only?
Smarty wrote:
08 Jul 2017 20:52
The dolly has its own mass, and should have the kingpin force from the second trailer, so saying there's no weight on it is inaccurate. More likely, this is an issue with Bullet having issues with large forces on relatively light objects (still more stable than Havok, so that's something :lol: ) or a fundamental issue with how forces are distributed among multipivot trailers.

I managed to get it to act up with the heaviest cargo; kind of weird that I didn't notice it before (Seriously, I've been using this thing non-stop for weeks). I'll futz around and see if there's a temporary/hacky solution but really the mass distribution as I have it is 'physically correct'. All I can say for now is avoid the heaviest (and maybe the lightest?) cargoes on the doubles. Womp womp.
Smarty, please, tell in detail how had you managed to solve dolly spaz problem?

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Re: [REL] Utility 2000R [1.1.1 09/07/2017]

#176 Post by Blackspots » 22 Jul 2018 22:45

He solved it by adding weight to the dolly in the def. Like my post mentions in your quote.
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Re: [REL] Utility 2000R [1.1.1 09/07/2017]

#177 Post by ViktorRy » 22 Jul 2018 23:07

But this solution is 'physically incorrect', because cargo weight isn't distributed to the dolly directly, only through the kingpin force from the second trailer. I agree with Smarty about this:
..
More likely, this is ... a fundamental issue with how forces are distributed among multipivot trailers.

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Re: [REL] Utility 2000R [1.1.1 09/07/2017]

#178 Post by Blackspots » 22 Jul 2018 23:17

Weight is distributed to the dolly, to the wheels, as well as the wheels on the other trailers, so you have to have some weight on the dolly so it won't jump around.

In this game, if you have zero weight on something, it won't behave correctly.
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Re: [REL] Utility 2000R [1.1.1 09/07/2017]

#179 Post by ViktorRy » 22 Jul 2018 23:43

Well. If we need to define by manual cargo weight distribution between trailer units, then how many cargo weight must be distributed to the truck's fifth wheel?
I think, truck's piece of cargo weight not less then dolly's piece... So, sum of all cargo_mass_ratio[] in cargo definition file must be less 1.0, because some cargo weight is distributed to the truck's fifth wheel.

In addition, if cargo weight is distributed by manual, then why is there a parameters cog_offset [] (them longitudinal coordinate)?

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Re: [REL] Utility 2000R [1.1.1 09/07/2017]

#180 Post by Blackspots » 23 Jul 2018 00:47

Unfortunately, that's not how it works. The cargo mass ratio offsets must equal 1. The game doesn't take the truck's fifth wheel into account. The CoG offsets are for the trailers only. Trucks have mass (its in the chassis def), and the mass is defined per axle. More on the front axle, and the rest divided between the rear axles.

Here's an example in Aradeth's Volvo:

Code: Select all

SiiNunit
{
accessory_chassis_data : 6x4_l_ar.volvo.vnl670.chassis
{
	name: "@@chassis@@ 6x4*4 Lowered"
	price: 9000
	unlock: 8
	info[]: "6x4a"
	info[]: "600 + 200 @@unit_l0@@"
	icon: "chassis_volvo_fh16_6x4"
	detail_model: "/vehicle/truck/volvo_670/vnl.pmd"
	model: "/vehicle/truck/volvo_670/vnl.pmd"
	lods[]: "/vehicle/truck/volvo_670/vnl.pmd"
	lods[]: "/vehicle/truck/volvo_670/vnl.pmd"
	collision: "/vehicle/truck/volvo_670/vnl.pmc"
	residual_travel[]: 0.12 	# 1st axle
	residual_travel[]: 0.12 	# 2nd axle
	residual_travel[]: 0.12 	# 3rd axle
	tank_size: 1135
	variant: chs_6x4_l_ar
	look: default
	
	extended_shadow_texture: "/vehicle/truck/volvo_670/textures/shadow_6x4.tobj"
	extended_shadow_intensity: 1.0
	extended_shadow_fadeout_start: 10
	extended_shadow_fadeout_length: 0
	extended_shadow_shared_model_variant: chs_6x4
	ui_shadow: "/vehicle/truck/volvo_670/ui_shadow_6x4.pmd"

	powered_axle[0]: false	# front 
	powered_axle[1]: false	# rear 1
	powered_axle[2]: true	# rear 2
	kerb_weight[0]:	6490.1
	kerb_weight[1]:	2350.1
	kerb_weight[2]:	2350.1
}
}
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