Jump to content

Recommended Posts

Posted (edited)

I can't remember where I copied this from:

 

"Shock animation can be done in 10 frames, and is done one way only (from uncompressed to compressed). Now, there is a parameter in the ini which allows for compression during gear retraction if you are having a problem during gear cycling".

 

Also copied : "My typical technique for gear has been 1-10 (AnimationID=1)for gear cycle, 11-20 (AnimationID=2) for nose shock, then 21-30 for main shock (usually both, but you can break this out if you have spare animations...ie 21-30 (AnimationID=3) for left shock, 31-40 (AnimationID=4) for right shock)".

 

For castoring I.ve Been putting a mesh (pivot point)between the gear and the parent mesh.

 

The Zip is from 2005 (Downloaded from CA,Long ago)But most of the stuff still works in SF2.Hope this helps.

StrikeFightersEditingInfo.zip

Edited by RAVEN
  • Thanks 1
Posted

 

 

Also copied : "My typical technique for gear has been 1-10 (AnimationID=1)for gear cycle, 11-20 (AnimationID=2) for nose shock, then 21-30 for main shock (usually both, but you can break this out if you have spare animations...ie 21-30 (AnimationID=3) for left shock, 31-40 (AnimationID=4) for right shock)".

 

 

When possible, this would be preferred. [ I have tried to adjust a lot of landing gears over the years!]

Posted

If you have a landing gear with a very simple compression (i.e. movement up the Z-axis), then there is no need to animate it at all. There are entries within the landing gear section to allow it.

 

Dels

Posted

If you have a landing gear with a very simple compression (i.e. movement up the Z-axis), then there is no need to animate it at all. There are entries within the landing gear section to allow it.

 

Dels

 

I'm curious, could you post an example? From what I have seen, no animations mean the tire sinks into the ground when under extra load making a short shock stroke best for those situations. No shock stroke, if I remember correctly, results in " pilot black out" at the slightest bump.

Posted

I'm not at my modding computer, but if you have a vertical landing gear arm with no scissor link so it just moves up and down with no other moving parts you just need the following in your landing gear section:

 

ShockTravelAxis=Z-Axis (obviously the mesh pivot needs to be oriented correctly with the Z-axis up).

 

The ShockStroke will determine how far it moves up and down and the SpringFactor/DampingFactor with determine the rate etc.

 

Dels

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...

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..