+76.IAP-Blackbird Posted February 27, 2010 Posted February 27, 2010 (edited) I have managed to set the entries for all moving parts, ailerons, rudder and other parts moving more or less in the right way.. but now I have another problem, even when I start midair.. the plane explode imidiatly when the game starts.. This can`t have something to do with the moving parts?! Any ideas? I`m not an ini Guru like some of you so I need definitly some help.. I want to learn it so I don`t need to bother other people with such thing .. Terrain was standart SF2 desert, the plane works ok but there must be an internal wrong entrie in the data.ini wich cause the plane to smoke black and beeing destroyed when starting the game. best regards Martin Edited February 28, 2010 by 76.IAP-Blackbird Quote
Derk Posted February 27, 2010 Posted February 27, 2010 (edited) Didn't Amokfloo's very old Tornadoes have the same sort of problem? Hou doe, Derk Edited February 27, 2010 by Derk Quote
FastCargo Posted February 27, 2010 Posted February 27, 2010 Delete the engines or fuel first and see what happens. FC Quote
+76.IAP-Blackbird Posted February 27, 2010 Author Posted February 27, 2010 ok will try it step by step Quote
+76.IAP-Blackbird Posted February 27, 2010 Author Posted February 27, 2010 (edited) This is the result, it`s very hard to fly, it gets allways in a right spin and you have full hands to keep it in level flight this is a early stage but I`m a bit out of knowledge in this case .. You can see on the last pic down right corner the AI can`t even fly this bird .. I know some crashed during testflights but this is madness... Edited February 27, 2010 by 76.IAP-Blackbird Quote
FastCargo Posted February 27, 2010 Posted February 27, 2010 (edited) Well if you can't fly it, the AI will probably not be able to either. Lets go back to basics. First, make sure the world center of your model is close to the world center of the model the FM you are borrowing is based on (I assume a MiG-21). Second, try to make minimal changes to the FM you are starting from to get this to work. In other words, if you are starting with a MiG-21 FM, the only changes you should make within the data.ini is the name of the parts on your mesh and the animations numbers. Do not make any flight characteristic changes at all. Left and right surfaces use different numbers...do not assume simply copying a right wing in a data.ini and renaming it the left wing will work. Third, remove the Min and MaxExtentParameters, and Collision points. These are what the sim uses for hitboxes and ground collisions. Fourth, do not load an internal gun (in fact, comment it out) and no external weapons. Fifth, try flying it in Normal first. If it flies okay, but has a pulling tendency in Hard mode, you may have non-symmetric pivot points for your various mesh parts. Now, try all that above and see if you can get a stable flying model. FC Fourth, Edited February 27, 2010 by FastCargo Quote
+76.IAP-Blackbird Posted February 27, 2010 Author Posted February 27, 2010 So I have replaced the data ini with the stock Su-11, the plane I borrowed the entries, and now it flies ok.. only the CG is different does it matter where the plane is placed in max itself?! And how does it now works with the fueltanks, I have one on the model itself attached to the fuselage, also a pylon placeholder attached to the fuselage too. Do I need to export it seperate from the plane an place it in the tank farm? Quote
Shaolin Posted February 27, 2010 Posted February 27, 2010 As far as I remember the origin in Max is used as the center of your ac. Quote
FastCargo Posted February 27, 2010 Posted February 27, 2010 So I have replaced the data ini with the stock Su-11, the plane I borrowed the entries, and now it flies ok.. only the CG is different does it matter where the plane is placed in max itself?! And how does it now works with the fueltanks, I have one on the model itself attached to the fuselage, also a pylon placeholder attached to the fuselage too. Do I need to export it seperate from the plane an place it in the tank farm? As far as the CG goes, from what I understand from TK, that's really for ground handling only. I would say unless there is an extreme difference, I wouldn't worry about it. Fuel tanks are now part of the model. You do not need to export the fuel tank separately (look at entries for the Eagles or Super Hornets to see how this works). However, the fuel tanks in the Weapons or Drop Tanks folders still require a LOD of some sort. If other aircraft will use this fuel tank, then you should export the fuel tank LOD separately. If not, then you can use another LOD...I personally just use my FakePilot lod...check how I did it for the F-5B drop tanks as an example. FC Quote
+76.IAP-Blackbird Posted February 27, 2010 Author Posted February 27, 2010 Ok about the fuel tank: [CenterlineStation] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=0.0000,0.8323,-0.5873 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1043.6 LengthLimit=4.6 DiameterLimit=0.511 AllowedWeaponClass=FT AttachmentType=SOVIET ModelNodeName=Pylonmidship PylonMass=150 PylonDragArea=0.02 FuelTankNodeName=Ye-152M_CTANK FuelTankName=Ye-152M Centerline Tank This is the entrie for it in the data.ini this the fueltank ini: [WeaponData] ObjectFullName=Ye-152M Centerline Tank ObjectDataFile=Ye-152M_CTANK_data.INI Data.ini fueltank [WeaponData001] TypeName=Ye-152M_CTANK FullName=Ye-152M Centerline Tank ModelName=Ye-152M_CTANK Mass=1925.079956 Diameter=0.830000 Length=6.663000 SubsonicDragCoeff=0.200000 SupersonicDragCoeff=0.770000 AttachmentType= SpecificStationCode= NationName= StartYear=0 EndYear=0 Availability=0 BaseQuantity=20 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=5 MaxFuelAmount=1771.760010 Asymmetrical=FALSE All is now for tests and to understand how the system works .. the fuel tank don`t want to show up Quote
+Gocad Posted February 28, 2010 Posted February 28, 2010 It couldn't hurt to add this in the fueltank.ini: [LOD001] Filename=Ye-152M_CTANK.lod Distance=2000 Quote
+76.IAP-Blackbird Posted February 28, 2010 Author Posted February 28, 2010 Thx will check it I have used the data fro mthe F-5B and I copy paste them so there was no entry like this .. but checking out Quote
+76.IAP-Blackbird Posted February 28, 2010 Author Posted February 28, 2010 Now all seems working excepts the Fueltank and the ground behaviour. I realy like Fast and Furious, Tokyo Drift .. some nice funny movies But never seen a plane drifting.. this one drifts around like nothing else what how can I stop it? [NoseGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.0 AnimationID=1 DragArea=0.25 HideGearNode=TRUE ModelNodeName=NoseGearStrut InsideNodeName=NoseGearInterior ShockNodeName=NoseGearHydraulics ShockStroke=0.20 ShockTravelAxis=Z-Axis SpringFactor=3.0 DampingFactor=3.0 WheelNodeName=FrontWheel RollingRadius=0.33 CastoringWheel=TRUE CastoringNodeName=NoseGearHydraulics RotationAxis=Z-Axis Steerable=TRUE MaxSteeringSpeed=41.15 Locking=FALSE MaxSteeringAngle=45.0 InputName=YAW_CONTROL ControlRate=1.0 HasBrakes=FALSE RollingCoefficient=0.05 MaxDeploySpeed=128.61 MaxLoadFactor=6.0 [LeftMainGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.0 AnimationID=1 DragArea=0.50 HideGearNode=TRUE ModelNodeName=DampherBeinLeft InsideNodeName=LeftWingGearWell ShockAnimationID=6 ShockStroke=0.20 SpringFactor=1.0 DampingFactor=0.4 WheelNodeName=LeftWheel RollingRadius=0.39 CastoringWheel=TRUE RotationAxis=Z-Axis HasBrakes=TRUE BrakingCoefficient=0.75 RollingCoefficient=0.05 MaxDeploySpeed=128.61 MaxLoadFactor=6.0 [RightMainGear] SystemType=LANDING_GEAR Retractable=TRUE DeployTime=5.0 AnimationID=1 DragArea=0.50 HideGearNode=TRUE ModelNodeName=DampferBeinRight InsideNodeName=RightWingGearWell ShockAnimationID=5 ShockStroke=0.20 SpringFactor=1.0 DampingFactor=0.4 WheelNodeName=RightWheel RollingRadius=0.39 CastoringWheel=TRUE RotationAxis=Z-Axis HasBrakes=TRUE BrakingCoefficient=0.75 RollingCoefficient=0.05 MaxDeploySpeed=128.61 MaxLoadFactor=6.0 Those are the entries for the gear?! What is wrong?? Quote
+Gocad Posted February 28, 2010 Posted February 28, 2010 [LeftMainGear] ... ModelNodeName=DampherBeinLeft ... [RightMainGear] ... ModelNodeName=DampferBeinRight ... That's the only thing I could notice....which must not mean anything though. Quote
+76.IAP-Blackbird Posted February 28, 2010 Author Posted February 28, 2010 (edited) The mesh name was the same so there was no prob, but have corrected it to DampferBein* Edited February 28, 2010 by 76.IAP-Blackbird Quote
+76.IAP-Blackbird Posted March 1, 2010 Author Posted March 1, 2010 Drifting solved it was the entry Castoring = TRUE on the main gear, still don`t realy know what it means .. but it caused the problem. now all is ok Still don`t understand the structure of the new fueltank system. Quote
FastCargo Posted March 1, 2010 Posted March 1, 2010 (edited) Castering is like the front wheels on a shopping cart..rotating in any direction. Doesn't surprise me you were having problems if that was true on the main gear. Fuel Tank is a simple fix. This is what you have in your weapon station: FuelTankName=Ye-152M Centerline Tank This is what you have in your weapon data.ini: TypeName=Ye-152M_CTANK Now, compare what's in my F-5B weapon stations, and what's in the F-5B fuel tank weapon data.ini. You'll see the problem right away. FC Edited March 1, 2010 by FastCargo Quote
+76.IAP-Blackbird Posted March 1, 2010 Author Posted March 1, 2010 (edited) Oh ok, good explanation, I`m thankfull for every help, cause english is still not my native language and some words even with translators are not clear. Thanks for this help... let me check the fueltank prob, seems I have missed something.. Edited March 1, 2010 by 76.IAP-Blackbird Quote
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