Jump to content

Recommended Posts

I never could set it right... it's ball, with pivot in the center, aligned to world XYZ axises, right?

 

like here

 

post-8911-0-83005300-1328550981.jpg

 

the instrument code for it is this:

 

[AttitudeIndicator]

Type=ATTITUDE_DIRECTOR_INDICATOR

NodeName=ADI_ball

MovementType=ORIENTATION

ReverseYaw=FALSE

//TRUE

 

Node name matching the mesh name. And of course it doesn't work right, rotates god knows on what axis completely unrelated to planes movement :dntknw:

Share this post


Link to post
Share on other sites

I have the same problem I know I solved it before but I can't remember how now.

If nobody relieves us before I'll let you know as soon as I re-remember it lol

Share this post


Link to post
Share on other sites

still no luck, will try tomorrow,

 

thanks all

Share this post


Link to post
Share on other sites

I was going to post something about 'pivoting balls', but thought better of if at the last second.... :lol:

 

a Bevis & Butthead quote is needed here, methinks .....

Edited by Wrench

Share this post


Link to post
Share on other sites

If you don't have heading marks on the ball (i.e. it's just sky and ground with a pitch ladder, then you can use the Texture_V function for pitch and then you only have to pivot it around the Y axis for roll. Additionally, with this method you only need the polys that are visible from the pilot greatly reducing the overall poly count.

 

Dels

Share this post


Link to post
Share on other sites

Dels I'm starting to think I'll do this such way indeed, just the part visible, with texture_V for pitch and rotation for roll; tried several times resetting and still the same results, ouch!

 

Tiling Texture_V worked in my ww2 pits so far on simple plain artificial horizont gauges

Share this post


Link to post
Share on other sites

Dels I'm starting to think I'll do this such way indeed, just the part visible, with texture_V for pitch and rotation for roll; tried several times resetting and still the same results, ouch!

 

Tiling Texture_V worked in my ww2 pits so far on simple plain artificial horizont gauges

 

I've used this method on every single one of my pits. It's the easiest and uses the least polys.

 

Dels

Share this post


Link to post
Share on other sites

Got it working!

 

turned out my dashboard mesh to which ball is linked had it's axes not aligned to world... coud've checked that in the first place.

 

Thanks everyone!

 

Ok next question if I may ask -how do you Gurus place the screws on canopy? Some 3D array, spline patch or by hand?

Share this post


Link to post
Share on other sites

so seems the way I did it (by hand) in fact was the right way to do then, thanks!

Share this post


Link to post
Share on other sites

Got it working!

 

turned out my dashboard mesh to which ball is linked had it's axes not aligned to world... coud've checked that in the first place.

 

ARRRRRRRRRRGH....off to check mine, thx :good:

Share this post


Link to post
Share on other sites

I usually link everything to the dashboard* which is the highest in hierarchy in my pits (as lame as they are)

 

*of course keeping some hierarchy among instruments stuff

Share this post


Link to post
Share on other sites

don't forget to check the main panel (IF you link the ball to it) -mine had Y,Z axes switched, leftover from extruded polyline I used to trace the panel drawing

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..