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Wrench

Canopy Operations:

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For 1st Gen SF/WoV/WoE/WoI and 2nd Gen SF2 series --

 

As this subject seem to come up almost on a daily basis, and noone seems to be getting it quite right, here's a little guideline for converting opening canopies from the "automatic speed" to using the wonderful animation keys TK's provided for us....

 

First off, it MUST be mentioned that not EVERY aircraft will have operabale canopies. Secondly, finding the correct Animation ID number is a real hit or miss proposition. For that that are known (as listed in the auto-speed sections of their data inis), it's fairly simple. For many of the stock aircraft, you'll have to plug in the number, and try it in-game, as many times as necessary to find the right one.

 

Lets look at the original version, automatic speed control.

 

What this did, was allow the canopy to open or close based on aircraft speed on the ground. This was used mostly in pre-05 patch levels of SF/Wo*. With the 06 patch, TK gave use the ability to assign keystrokes for animations; things like wingfolder or canopies and other stuff. Unfortunately, with the advent of the 08 Patch for 1st Gens, and in ALL the 2nd Gen SF2s, the auto-speed control either works backwards or "oddly". So, the easiest was it to simply convert it to an animation key.

 

So, here's a standard 'auto-speed' canopy statement looks like:

 

[Canopy]

SystemType=HIGHLIFT_DEVICE

CLiftdc=0.00

DeltaStallAlpha=0.00

AreaRatio=0.00

DeploymentMethod=AUTOMATIC_SPEED

Setting[1].Angle=30.0

Setting[1].DeployValue=0.0

Setting[1].RetractValue=10.0

MaxDeflection=30.0

MinDeflection=0.0

ControlRate=1.0

AnimationID=3

 

The Deploy and RetractValue numbers equate to KMPH on the ground

 

Now, the good thing is, that converting to manual animation, is you don't need to add the SystemName= entry into the Nose or Fuselage sections of the data ini, as it already exists.

However, it should be mentioned, that if you're doing one that dosen't, you WILL need to add it. It would look like this, from one of the stock Phantoms:

 

SystemName[003]=FuselageFuelCell2

SystemName[004]=FuselageFuelCell3

SystemName[005]=FuselageFuelCell4

SystemName[006]=FuselageFuelCell5

SystemName[007]=FuselageFuelCell6

SystemName[008]=CenterlineStation

SystemName[009]=SparrowStation1

SystemName[010]=SparrowStation2

SystemName[011]=ECMStation

SystemName[012]=SparrowStation4

SystemName[013]=Tailhook

SystemName[014]=TopFuselageLight

SystemName[015]=BottomFuselageLight1

SystemName[016]=BottomFuselageLight2

SystemName[017]=Canopy

 

It should also be noted, that on multi-place aircraft like the Phantom, only one SystemName= entry is required. You will, however, have to call out the front and rear frames lower down in the //Pilot section. More on that later.

 

Ok, so here's what the maunal animation statement looks like:

 

[Canopy]

SystemType=ANIMATION

InputName=ANIMATION_10

AnimationTime=3.0

AnimationID=3

 

You can see, there's a whole lot less to it.

You can also see, that the AnimationID= line uses the same number. This ID number is set in 3dMAX when the model (or LOD) is being built, and cannot be changed after the LOD is exported for our use. You can, however assign a different keystroke for it; more on that later. One can also adjust the AnimationTime= if you want a faster or slow movement.

 

Now, lets looke at the pilot section, where the 3d mesh name for the canopy is defined. Again, this is from one of the stock Phantoms (F-4E to be exact):

 

[Pilot]

SystemType=PILOT_COCKPIT

PilotModelName=

Position=0.0,6.36,0.74

SeatModelName=seat_f-4

SeatPosition=0.00,6.36,0.31

MinExtentPosition=-0.25, 5.91,-0.20

MaxExtentPosition= 0.25, 6.99, 0.92

CanopyNodeName=canopy_front_outer

HasArmor=TRUE

ArmorMaterial=STEEL

Armor

.Thickness=12

Armor

.Thickness=12

Armor[REAR].Thickness=12

Armor[bOTTOM].Thickness=12

 

[CoPilot]

SystemType=PILOT_COCKPIT

PilotModelName=

Position=0.0,4.95,0.84

SeatModelName=seat_f-4

SeatPosition=0.0,4.95,0.41

MinExtentPosition=-0.25, 4.50,-0.11

MaxExtentPosition= 0.25, 5.44, 1.07

CanopyNodeName=canopy_rear_outer

HasArmor=TRUE

ArmorMaterial=STEEL

Armor

.Thickness=12

Armor

.Thickness=12

Armor[REAR].Thickness=12

Armor[bOTTOM].Thickness=12

 

This is the hardest part -- figureing out WHAT part is the canopy frame. Sometime, especially on 3rd Part mods, you'll have something called the OUT file. This is generated by MAX when the LOD is exported, and will list the mesh hierarchy, with the various 'bits' called out. One just needs to look at it with an aircraft engineer's eye, and find the proper name, and plug that into the CanopyNodeName= section (if that line dosen't exist, you'll have to add it, btw)

For aircraft without the OUT, you'll need a hexeditor to open the LOD and search for mesh name.

IMPORTANT: if you are unfamiliar with using hex editors, DO NOT ATTEMPT IT...THE ODDS OF YOU SCREWING SOMETHING UP IN THE LOD ARE RATHER HIGH. Ask on the "Mods and Skinning Forum", becasue someone more knowledgable has probably already figured it out.

 

Assigning Animaton Control Keys:

 

Right, now we'll go and assign the manual animation keys. There are 10 animation slots allowed to be set; they are set by going from the Main Menu --> Options --> Controls --> Customize. Something you all should be familiar with. If not, get your head into the pdf so kindly provided by TK in the folder called /Manual.

 

Scroll down to the bottom of the listing. Here's what the listing looks like, with the keystrokes assigned:

 

gallery_2153_43_6695.jpg

 

So, you now simply highlight each line, and click it, and assign the keystroke. In these cases is shift/number. The numbers are 1 thru 0, with the 0 representing 10.

 

The 'general consensus' between Modders, is shift/0 for canopies and shift/9 for wingfolding. However, you can assign any keystroke you want, as long as it within the 1 thru 0 selection.

 

And that pretty much does it! No more screwing around getting the wrong 'how to', no more flying around with a 400 knot breeze in your face. The side effect of this, is on the game-generated parked aircraft, their canopies will be open when parked on the ramp. (the side effect of THAT, is they'll also be open in the rain ... so bring a towel to mop up the seat before climbing in - nobody likes sitting in a puddle for hours!!)

 

Any comments, questions, etc, please post them in the 3rd Wire Forums

 

Happy Landings!

Wrench

Kevin Stein

Edited by Wrench

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