Jump to content
Sign in to follow this  

Recommended Posts

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.

 

:drinks:

best regards

 

Martin

Edited by 76.IAP-Blackbird

Share this post


Link to post
Share on other sites

Didn't Amokfloo's very old Tornadoes have the same sort of problem?dntknw.gif

 

Hou doe,

 

Derk

Edited by Derk

Share this post


Link to post
Share on other sites

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 .. :dntknw:

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 by 76.IAP-Blackbird

Share this post


Link to post
Share on other sites

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 by FastCargo

Share this post


Link to post
Share on other sites

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?

Share this post


Link to post
Share on other sites

As far as I remember the origin in Max is used as the center of your ac.

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

It couldn't hurt to add this in the fueltank.ini:

 

[LOD001]

Filename=Ye-152M_CTANK.lod

Distance=2000

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

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??

Share this post


Link to post
Share on other sites

[LeftMainGear]

...

ModelNodeName=DampherBeinLeft

...

 

[RightMainGear]

...

ModelNodeName=DampferBeinRight

...

 

That's the only thing I could notice....which must not mean anything though. :wink:

Share this post


Link to post
Share on other sites

The mesh name was the same so there was no prob, but have corrected it to DampferBein*

Edited by 76.IAP-Blackbird

Share this post


Link to post
Share on other sites

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. :dntknw:

 

now all is ok

 

Still don`t understand the structure of the new fueltank system.

Share this post


Link to post
Share on other sites

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 by FastCargo

Share this post


Link to post
Share on other sites

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 by 76.IAP-Blackbird

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..