MacBradley Posted January 30, 2010 Posted January 30, 2010 Most of the planes I've seen that have Thrust Vectoring seem to also mention that it isn't implemented properly, or at all. I was just wondering if anyone has had any success, or is working on anything TVC for SF2, or if it's even possible to do in SF2. I know basically nothing about the way that SF's flight model works, so sorry if this is a trite question. Quote
Silverbolt Posted January 30, 2010 Posted January 30, 2010 No, there is none...maybe the F-15 ACTIVE that Fubar and FC are working on,but its not released yet Quote
Guest HoneyFox Posted January 30, 2010 Posted January 30, 2010 (edited) I can tell you something about it in SF1 series. and i guess in SF2, it will be (almost) the same. you can achieve TVC in two ways: 1. use REACTION_CONTROL_SYSTEM to achieve it. the disadvantage is that the thrust of the TVC will not be able to affected by the throttle but is preset and thus is constant. so even if you are standing still on the runway, you can use 'TVC' and soon you will find your plane in a ... well ... dangerous status. 2. use the TVC function in engines provided by SF engine. the disadvantage is that, you can only have one-direction TVC per engine, and the direction will be only vertical (correct me if i'm wrong). that means, you cannot have TVC function like what Su-37 uses but only like the one F-22 uses. (sorry for my poor english, i hope that i made it clear.) and due to the one-direction limitation, you will have to modify keyboard's settings to manually add an additional ranged input just being the opposite (counterpart?) of the PITCH_CONTROL. and make a second engine with its thrust vector's input set to the ranged input you just added. in this way, you can achieve real TVC physics for F-22. but still there is a disadvantage (and may be really the only one left): the afterburner effect. yes, you have two engines, one for TVC pitching up, one for TVC pitching down, but when you use the afterburner, two flames will make it look weird enough. Edited January 30, 2010 by HoneyFox Quote
+Fubar512 Posted January 30, 2010 Posted January 30, 2010 (edited) Axis-linked TVC does not really work for fixed wing aircraft in this series. Pitch works inversely, which is fine for helo models (since pushing forward on the collective should tilt the back-end of rotor-hub up), but obviously not good for fixed wings, as one winds up with nozzles pushing the nose up, and the control surfaces pitching downward. Interestingly enough, one can have differential nozzles working under this mode (left up, right down, and visa-versa), for roll augmentation at low airspeeds. Yaw-axis mode is not an option. Switch-mapped TVC (as in the case of the Harriers, F-35s, and the YaK-38 & 141), works well for VTOL and STOL operations, but is rather clumsy to use while in a dogfight. The real issue is that this series does not properly emulate fly by wire, which would be necessary to take full advantage of TV nozzles...imagine, for example, pulling back on the stick when one reaches rotation speed; the aircraft's tail would be driven right into the tarmac. IN RL, an FBW system would limit nozzle deflection until the aircraft was safely airborne, and at a controllable airspeed. There's no way to model this at present. Edited January 30, 2010 by Fubar512 Quote
Guest HoneyFox Posted January 30, 2010 Posted January 30, 2010 (edited) Axis-linked TVC does not really work for fixed wing aircraft in this series. Pitch works inversely, which is fine for helo models (since pushing forward on the collective should tilt the back-end of rotor-hub up), but obviously not good for fixed wings, as one winds up with nozzles pushing the nose up, and the control surfaces pitching downward. Interestingly enough, one can have differential nozzles working under this mode (left up, right down, and visa-versa), for roll augmentation at low airspeeds. Yaw-axis mode is not an option. Switch-mapped TVC (as in the case of the Harriers, F-35s, and the YaK-38 & 141), works well for VTOL and STOL operations, but is rather clumsy to use while in a dogfight. The real issue is that this series does not properly emulate fly by wire, which would be necessary to take full advantage of TV nozzles...imagine, for example, pulling back on the stick when one reaches rotation speed; the aircraft's tail would be driven right into the tarmac. IN RL, an FBW system would limit nozzle deflection until the aircraft was safely airborne, and at a controllable airspeed. There's no way to model this at present. er... well, i have a word to say, pitch does work inversely initially, but it can be fixed. Edited January 30, 2010 by HoneyFox Quote
+Fubar512 Posted January 30, 2010 Posted January 30, 2010 er... well, i have a word to say, pitch does work inversely initially, but it can be fixed. OH REALLY? Man up and show us Quote
+Dave Posted January 30, 2010 Posted January 30, 2010 er... well, i have a word to say, pitch does work inversely initially, but it can be fixed. Only until TK implements it. I think Fubar is more than qualified to answer this since he has been the pioneer on it and bugging TK about this for years. Quote
Guest HoneyFox Posted January 31, 2010 Posted January 31, 2010 OH REALLY? Man up and show us Firstly, here comes a screenshot. which can make you believe me more than before. Quote
Guest HoneyFox Posted January 31, 2010 Posted January 31, 2010 Only until TK implements it. I think Fubar is more than qualified to answer this since he has been the pioneer on it and bugging TK about this for years. i won't say anything about the topic if i didn't succeeded in tests. yes, Fubar is really experienced. but that doesn't mean he knows everything i know. of course, he surely know much which i don't know. Quote
+FastCargo Posted January 31, 2010 Posted January 31, 2010 (edited) Been there, done that. Now, show us pitch linked upward thrusting engines. NOT using the thrust vectoring controls. And with the initial thrust axis at zero degrees. FC Edited January 31, 2010 by FastCargo Quote
Guest HoneyFox Posted January 31, 2010 Posted January 31, 2010 (edited) Here comes part of the code. i guess most of you will understand it. in keyboard mapping file: [RangedControl***] AxisControl=THROTTLE_1_CONTROL MaxValue=1000.000000 MinValue=-1000.000000 DeadZone=6.000000 Saturation=97.000000 ReverseJoystick=FALSE MouseScale=1.000000 UseMouseRate=FALSE ReverseMouse=FALSE LimitValue=TRUE SelfCenterRate=2.000000 KeyControlRate=1.000000 AllowKeyControl=TRUE IncreaseControl=PITCH_UP DecreaseControl=PITCH_DOWN CenterControl= This is just the opposite/counterpart of the PITCH_CONTROL. and we modify the engine: ThrustVectoring=TRUE ThrustVectorInputName=THROTTLE_1_CONTROL ThrustVectorControlRate=2.0 MaxVectoredPitchAngle=-15.0 thus, the engine will be able to turn upward and turn upward only. in order to gain both upward and downward TVC, we need to create 2 dummy engines which are used for upward and downward TVC. and the original one to provide main thrust. in this case, only the afterburner effect is not achieved. Edited January 31, 2010 by HoneyFox Quote
Guest HoneyFox Posted January 31, 2010 Posted January 31, 2010 and i'd like to know how does FC achieve that F-15ACTIVE TVC? by using manual thrustvectorcontrol with non-zero initial thrust angle? if so, i have already tested it several months ago, effects are good if the pilot can adjust the tvc well. but ai will suck with it. Quote
+FastCargo Posted January 31, 2010 Posted January 31, 2010 Interesting, but the AI can't use the additional axis generated...try it, you'll notice it yourself. FC Quote
Guest HoneyFox Posted January 31, 2010 Posted January 31, 2010 Interesting, but the AI can't use the additional axis generated...try it, you'll notice it yourself. FC you are right. AI can't use that axis. in fact, AI never knows how to use thrust vector control. unless we use REACTION_CONTROL_SYSTEM with MinThrustVectorInput=0.0. so it isn't a surprise that the AI can't use that new axis. because AI generates input directly to those known axises, not through the control mapping. Quote
+Fubar512 Posted January 31, 2010 Posted January 31, 2010 FC, HF, you're both right, and both verrrry wrong HF, you ever see an episode of "House MD"? Well, all I can say is, thanks for the insight....you were about 33-50% there. The clues were in the Thust_Vector_Control, and in theControlSet001 entries For now, and limited to in-flight TVC (Raptor, Active, MiG & Su OVT models), as opposed to VTOL TV (Harriers and Yaks), this is what I (and the AI ) use : [ControlSet001] THRUST_VECTOR_CONTROL=JOYSTICK01_Y-AXIS [RangedControl008] AxisControl=THRUST_VECTOR_CONTROL MaxValue=1000.000000 MinValue=-1000.000000 DeadZone=0.000000 Saturation=100.000000 ReverseJoystick=FALSE MouseScale=1.000000 UseMouseRate=FALSE ReverseMouse=FALSE LimitValue=TRUE SelfCenterRate=0.000000 KeyControlRate=1.000000 AllowKeyControl=TRUE IncreaseControl=THRUST_VECTOR_UP DecreaseControl=THRUST_VECTOR_DOWN CenterControl= Quote
+Fubar512 Posted January 31, 2010 Posted January 31, 2010 Proof of concept video, notice the ability to hold steady altitude at 33 units of AoA at less than cruise power. Also note the pitch angle change of the ab plumes. And yes, you're neot seeing things, that heat blur effect is really there http://forum.combatace.com/uploads/1264640372/gallery_279_43_11844042.wmv Quote
Guest HoneyFox Posted January 31, 2010 Posted January 31, 2010 FC, HF, you're both right, and both verrrry wrong HF, you ever see an episode of "House MD"? Well, all I can say is, thanks for the insight....you were about 33-50% there. The clues were in the Thust_Vector_Control, and in theControlSet001 entries For now, and limited to in-flight TVC (Raptor, Active, MiG & Su OVT models), as opposed to VTOL TV (Harriers and Yaks), this is what I (and the AI ) use : [ControlSet001] THRUST_VECTOR_CONTROL=JOYSTICK01_Y-AXIS [RangedControl008] AxisControl=THRUST_VECTOR_CONTROL MaxValue=1000.000000 MinValue=-1000.000000 DeadZone=0.000000 Saturation=100.000000 ReverseJoystick=FALSE MouseScale=1.000000 UseMouseRate=FALSE ReverseMouse=FALSE LimitValue=TRUE SelfCenterRate=0.000000 KeyControlRate=1.000000 AllowKeyControl=TRUE IncreaseControl=THRUST_VECTOR_UP DecreaseControl=THRUST_VECTOR_DOWN CenterControl= well, i haven't watched House MD. i even never hear about it. having a sight at your profile, i found some problems: 1. this profile will only make TVC enable when you have a joystick. or you will have to use THRUST_VECTOR_UP and THRUST_VECTOR_DOWN frequently due to SelfCenterRate=0. 2. this may interfere the original experience of the VTOL planes, when you pull/push the stick, what would happen to the planes? so i'd rather use an additional ranged control to take control of the TVC individually. TK has hid several unused ranged controls for us. THROTTLE_1/2/3/4_CONTROL and so on. have a look at some ini profile and you will find them easily. Quote
+Fubar512 Posted January 31, 2010 Posted January 31, 2010 (edited) well, i haven't watched House MD. i even never hear about it. having a sight at your profile, i found some problems: 1. this profile will only make TVC enable when you have a joystick. or you will have to use THRUST_VECTOR_UP and THRUST_VECTOR_DOWN frequently due to SelfCenterRate=0. 2. this may interfere the original experience of the VTOL planes, when you pull/push the stick, what would happen to the planes? so i'd rather use an additional ranged control to take control of the TVC individually. TK has hid several unused ranged controls for us. THROTTLE_1/2/3/4_CONTROL and so on. have a look at some ini profile and you will find them easily. House MD, is a televising series, who's main character is a talented, but eccentric physician. House is world renown for his ability to cure people when no one else can. He surrounds himself with a team of doctors, for the purpose of providing "differential" diagnosis. His team members often supply diagnoses that are at odds with his own, and quite often, he finds insights in these opposing diagnosis that result in a cure, even though they are initially wrong, in of themselves. Actually, this mapping still allows for VTOL TV, as the controls still retain the statement for key-mapping. Using this mapping, in VTOL mode, you can "park" the nozzles, by fully retracting them. Afterwords, no amount of pitch input will activate them, until you depress the TV "down" key, in effect "unparking" them . Unfortunately, while in VTOL mode, the nozzles are still pitch-linked. This may be advantageous for "viffing", however. I also notice that that the entries have a numbered control set staement...perhaps one can create a "ControlSet002" in addition to the existing one, and switch between them, prior to game start. Edited January 31, 2010 by Fubar512 Quote
Guest HoneyFox Posted January 31, 2010 Posted January 31, 2010 House MD, is a televising series, who's main character is a talented, but eccentric physician. House is world renown for his ability to cure people when no one else can. He surrounds himself with a team of doctors, for the purpose of providing "differential" diagnosis. His team members often supply diagnoses that are at odds with his own, and quite often, he finds insights in these opposing diagnosis that result in a cure, even though they are initially wrong, in of themselves. Actually, this mapping still allows for VTOL TV, as the controls still retain the statement for key-mapping. Using this mapping, in VTOL mode, you can "park" the nozzles, by fully retracting them. Afterwords, no amount of pitch input will activate them, until you depress the TV "down" key, in effect "unparking" them . Unfortunately, while in VTOL mode, the nozzles are still pitch-linked. This may be advantageous for "viffing", however. I also notice that that the entries have a numbered control set staement...perhaps one can create a "ControlSet002" in addition to the existing one, and switch between them, prior to game start. ControlSet001 002... is for 'multiple keys mapping to one function'. that means, you can map both one key on your keyboard and a button on your joystick to the same function. at this time, there will be two controlsets. in each one, there will be one item binding the function to one of the key/button. Quote
+ace888 Posted January 31, 2010 Posted January 31, 2010 FC, HF, you're both right, and both verrrry wrong HF, you ever see an episode of "House MD"? Well, all I can say is, thanks for the insight....you were about 33-50% there. The clues were in the Thust_Vector_Control, and in theControlSet001 entries For now, and limited to in-flight TVC (Raptor, Active, MiG & Su OVT models), as opposed to VTOL TV (Harriers and Yaks), this is what I (and the AI ) use : [ControlSet001] THRUST_VECTOR_CONTROL=JOYSTICK01_Y-AXIS [RangedControl008] AxisControl=THRUST_VECTOR_CONTROL MaxValue=1000.000000 MinValue=-1000.000000 DeadZone=0.000000 Saturation=100.000000 ReverseJoystick=FALSE MouseScale=1.000000 UseMouseRate=FALSE ReverseMouse=FALSE LimitValue=TRUE SelfCenterRate=0.000000 KeyControlRate=1.000000 AllowKeyControl=TRUE IncreaseControl=THRUST_VECTOR_UP DecreaseControl=THRUST_VECTOR_DOWN CenterControl= Fubar512 Your video was excellent... If I apply your data codes on the following aircraft (F-15, Su/Mig series aircraft) would I see the same result as on the video? Thanks Quote
Guest HoneyFox Posted February 1, 2010 Posted February 1, 2010 That engine was made by lod animations. and looking at the afterburner effect, i also found the same problem. only turn upwards. just a guess, why not make the afterburner effect a part of the model? maybe it's worth a try. (transparent afterburner effect... just like the canopy maybe, with proper texture will make it look like real afterburner) Quote
MacBradley Posted February 1, 2010 Author Posted February 1, 2010 Glad to see people are pursuing TVC effects! I'm pumped that there is an F-15 ACTIVE in the works! Quote
+FastCargo Posted February 1, 2010 Posted February 1, 2010 That engine was made by lod animations. No it wasn't. FC Quote
+Fubar512 Posted February 1, 2010 Posted February 1, 2010 Fubar512 Your video was excellent... If I apply your data codes on the following aircraft (F-15, Su/Mig series aircraft) would I see the same result as on the video? Thanks In a word, yes. The thrust-axis would work in the vertical range, from straight ahead, or 0.0 degrees, to whichever negative pitch angle you've decided on (I'm using -20.0 in the Active, to keep it realistic). Quote
Guest HoneyFox Posted February 1, 2010 Posted February 1, 2010 (edited) No it wasn't. FC then it should be control surfaces? right? i meant to mean control surfaces but i typed it as animation. lol. Edited February 1, 2010 by HoneyFox Quote
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