Hello guys check this pack "Tank Track Simulator" too: http://u3d.as/content/vaghinak/tank-track-simulator/4MA Features: - Based on the component Physics / Hinge Joint - Well controlled on uneven terrain - The tracks are created from individual pieces, that look very realistic. - Track simulation not fully based on physics, because of this, does not require lot computational memory.
Hello, I purchased this sexy package and it works great! One thing that is bugging me though is "Turning while stationary" the tracks just don't want to move when for example i hold "A" to turn left without going forward or reverse the tank don't move, Is there something i am missing? Is there a way for the tracks to change motion like, left track in reverse, right track going forward, to enable me to turn on a dime? Thanks.
Hi! Sorry for the late reply... When you press for example forward and left, tank revolves around the left side of the tracks, but if enabled the mode (Can Rotate On The Spot) the tank can be rotate on the spot please see the video below https://www.youtube.com/watch?v=1Bp6__NILFI Please check the new version https://www.assetstore.unity3d.com/#/content/8974
Amazing work. I see a lot of potential to make a much more better and nicer WoT, even only driving on the terrain makes fun! However, i would need this tank/track model for an RTS game, how fast is it? Can i run 30 of them without any problems on a medium gamer PC? My first try was in Blender with hinge joint and physics, but that was quite slow.
Thank you for your opinion, On the medium gamer PC can run -10 -15 tanks but how can you know, how in all serezdnyh games, you can do optimization, * the tanks, which are not visible, or far from the camera, can be temporarily replaced by a simpler tanks
Hi, thanks for the asset, how I can implement sound when the track moves? EDIT: I answer myself, if anyone needs it: I've added it to "Body" along with an "Audio Source" with the same clip
Hi! must bind the sound of the engine with a public float Vertical in the script TankController engineAudio.volume = Mathf.Abs(Vertical); and in the script TracksController trackAudio.volume = Mathf.Clamp01(_motor.angularVelocity.magnitude/5.0f); Let me know if you have any further problems. Kind regards, Vaghinak.
Hi It is a template for creating and managing tracked vehicles. The package includes some examples of tracked vehicles ( Tank and BMP )... You can also use other 3D models of tanks, * there are instructions in the Read Me file
Hi, I would like to find out if your Tank Simulator would be suitable for what I want to do. The model I am building is a five storey mobile "town", which includes a full interior, helicopter on the roof, medlabs, foodhall, bridge, sleeping quarters, etc. I have attached a picture of a model of a real world mining machine, which gave me the idea for my model. I need some script to get the tracks for this model working. The model has over 100 parts, 50 000 polygons and 8 texture maps, and it seems the other track products won't work with this model. If I bought your product would I be able to use it to set up and rig the tracks for this model? Thanks Helgard
HI! Yes of course, just maybe it will be necessary to change the hierarchy of your model (separate wheel, tracks...) Thanks
Just a couple of question prior to purchasing. Has there been any improvement on how many tanks could be on the screen at the same time. Lastly, will we see the asset extended more - so that we would be able to use it on a Half-Track vehicle ?
Hi, Just bought the asset, is there some documentation around ? Do you plan on updating it for Unity 5 (doesn't work properly on it, just started looking into it) ?
This looks promising, but I'm interested in how the physics of it actually work? 1) Is the drive wheel the only one giving the rotational force, because it looks like the road wheels and rollers also turn whenever I press forward? 2) Is the track bound to the wheels or can it hang loose? 3) Is it possible to cut the track easily?
Hi caterpillars are not physical objects because of this, does not require a lot of computational memory. it is possible to cut the track easily caterpillars are controlled based on the position of the wheels Thanks
I just started playing with this and I do like the simplicity (only a few scripts involved compared to others). What I don't like are the default settings. The turret and gun bounce around like they're attached by slinkys and I can't seem to figure out the settings required to tighten them up, I think I'll be tossing the entire turret system in favour of non-physics control. The drive system also seems a bit strange. Increasing "velocity" (which I think is actually torque or acceleration) makes the tank do wheelies though the actual velocity seems clamped. I can't seem to figure out how to make the tank go faster though the some digging through the code should reveal that one. Enabling turn on the spot results in the tracks turning in opposite directions even when the tank is at full speed. The inside track should slow down, not reverse, unless the tank is nearly stopped All in all the default setup makes for a very unrealistic tank (other than the track animation). The rigidbody weights are very low (20 for main body) and increasing this to numbers needed for to simulate different tanks (like 56000 kg for a Tiger I) flattens the tracks out and the wheels bounce like crazy. Even dropping to 560 wreaks havoc with the tracks. I think this package is about 1/3 useful. The main tank control script should have settings for maximum speed, maximum torque/acceleration, suspension stiffness, and quite a few other values that are hard coded into the scripts.
Hi the weight of the tank should be increased in parallel with the power settings The main, purpose to the plug-in was to make the simulation tank tracks Work on the development currently underway
Its not working in 5.2, probably because of hinge joints....http://answers.unity3d.com/questions/1064953/how-to-get-hinge-joint-negative-targetvelocity-to.html.... any chance that you can fix it?
Hi the issue has been solved, and soon will be updated in the store, but you can write me an email ( vagho.srapyan@gamil.com ) and I send you update faster Thank you!
Hi, team. I purchased this asset and it has very nice systems. By the way, I tried with unity navmesh ( i atached navmesh on tank control's gameobject parent) but tank control obj's position go misalignment. How to use both navmesh and tank control?
Hello, I couldnt find the answer in this forum, How do you make the tank go faster? Or increase its maximum movement speed?
Hi For change speed, in the prefabs Assets/TankTrackSimulator/Prefabs/Tank "Panzer", T_80 .... You can use "Velocity" and "MotorForceCurve" properties in the component "TankController" Thank you, Vagho
Hi - The tracks are created from individual pieces, that look very realistic - Track simulation not fully based on physics, because of this, does not require a lot of computational memory.
Hi vagho, I just emailed you the same issues. I'm addicted to the track simulations but it's a pity that I have to live with the issues. Need to increase the speed. Can you please help! thx.
Hello, the enemy tank shoots above the target (above the player) and never lower, only if you drive very close, what should you pay attention to?