Please include the wheel debug and powertrain visualization, when steering. It might cause by glitchy sprocket. I moved it's location slightly so it won't phase through the track, but it caused additional problem of the output power. That's the reason I pause this mod's development. If you are unable to position the individual track part without breaking the tank, don't do it, not worth time. EDIT: I remembered that I moved the left sprocket and partial track. This makes the track shorter and affects steering. The right track hasn't been moved. The problem is the left track is often unstable(crunching sounds, glitchiness, instability), so I remembered why I lost the motivation.
I hope this helps, idk what to do, I think I can position the track pieces easily because I worked with atv_123 on a tracked wheels mod (which wasn't released due to grip problems and other issues) and he showed me how to do it efficiently
The WIP track in that zip, the left track piece are moved according to the sprocket location, thus, the tracks are currently not symmetrical, it's possible to edit the right track to make them symmetrical, but the moved track often glitch out. IDK how to increase the stability of the physical model How about fixing atv's mod first, it's more cost-efficient than fixing the T-80UD
My tracks are already symmetrical and don't glitch out, they just make a terrible noise and don't turn. If I knew how to fix atv's mod I would have but my attempts were a much bigger failure than his attempts.
Very good news! I managed to fix the lack of turning issue by reverting most changes done to the sprockets by default0.0player, only leaving the position change. Turns out they are actually supposed to clip with the tracks, but they had a 'slope layer' that allowed them to slip a little. Now the tank can turn and doesn't make weird noises, and it somehow oversteers less too. The only issue left is that it sometimes gets a bit stuck for a while when starting from position, maybe I can fix it. I also made the tracks animated visually using the technique atv_123 used for his tracks mod earlier, it works really well here. And also I added invisible camo skin as a joke, and added fire effect to shooting.
Do this tank have a UV Map yet? Will we be able to put some historically accurate camouflage up (sorta like War Thunder)?
It does but it's a mess lol Attaching the original skin so you have an idea of what is where Anyway, I made the machine gun functional too, but it's aimed so high by default that it can't hit any car, might have to make it tiltable like in my roof gun mod --- Post updated --- Machine gun with laser aiming
Is it possible to use electric servos(like this) to make aiming much faster instead of the current thruster + friction lock?
I was thinking of torsion hydros instead, should be much easier to implement. But if that fails I can try the servo, the turret already has a rotator so that will make it easier
I have completely redone the torque curve and transmission because the old one was ridiculously overpowered, I also lowered down the weight to a sensible value (mainly sprocket weights which were 1000+kg each instead of 50...) And returned original models and textures for the wheels, instead of the basic looking ones. These look way better. But I have a problem with the gear ratios, currently I can't find any accurate info about them so I'm using the Wentward ones temporatrily, but with these the tank can barely reach 18 km/h and irl it should reach around 30, can anyone find any info about the real life gear ratios? It's extremely hard to find balance between having enough torque to move and having good top speed.
We need those War Thunder players leaking classified documents to prove their tank is actually 0.001 kmh faster than it's in the game --- Post updated --- Here is the data which I believe is the gear ratios for T-80 transmission Rear -6,353 1st 4,370 2nd 2,159 3nd 1,460 4th 1,000 (Energy conversion efficiency - 1,000; turning radius - 8,80) SOURCE (web version) Source - original book Here is the transmission blueprint from page 117: --- Post updated --- Gear ratios mentioned in Wikipedia are pretty much the same too: And they provide top speed in kmh too
I forgot to check Ukrainian and Russian Wikipedia pages, thanks for doing it for me! Although I'm not sure if the T-80U and T-80UD have the same transmission, because they have completely different engines (gas turbine vs two-stroke Diesel) and the latter also has quite a bit lower top speed. Will research this further, but for now I'll use these.
I found this video named "T-80UD with ГОМТ": It features T-80UD № 83 being tested in Kharkiv, Ukraine. Date is 2006. ГОМТ is short for Гидро Объемная Механическая Трансмиссия which is Hydrostatic mechanical transmission in English. Small article about it: https://andrei-bt.livejournal.com/971811.html It says that vehicles featuring this transmission were planned but didn't make it into production. --- Post updated --- Also this source states that the tanks which had 6ТД engine, speicifically Object 476, Т-64BM, Т-64B1М, Т-64АМ and Т-80U variant with 6ТД engine (Object 478B) all shared the same transmission bay: http://btvt.info/1inservice/t-80ud/t-80ud.htm
So from what I understand, it's the same transmission but just reinforced, gear ratios weren't changed. That's good, I can use the ones you provided earlier, thanks!
I added a better turret turning system, and implemented the realistic gear ratios, but for some reason I need 10 times more torque than the realistic values to reach the speeds provided for each gear, otherwise it tops out at like 20. Is it a game limitation or could I somehow fix that? Maybe it's not possible since all the other tank mods have way more power than this one, making them unrealistic, but they need this power to be able to move. For now it will have this extra power unless we find another solution. I need to change a few more things and I'll hopefully upload this update in a few days.
Might be the combination of both of these factors, I will try to reduce the friction of sprockets Although the tracks need a lot of friction to have grip so idk if I can reduce that
Currently it's a bit lower than it should be because I haven't added in all the parts it needs yet. (The biggest thing is the fuel which has no weight currently but will have a lot.) The weight of the sprockets is also the same as irl, with most of the weight concentrated in the center axis of each sprocket to ensure that as little torque as possible is needed to turn them. I haven't checked the weight of the trakcs yet though, possibly if they are too heavy then the sprocket might struggle to push them at high speed.