Crawford 570 Posted February 15, 2018 (edited) 4 hours ago, Stephen1918 said: I did make some streamers that can be added as weapons, but they don't move, don't react to gravity, and they don't cast shadows. They look kind of funky on the ground, but don't look TOO bad in the air. Is anyone interested? Yes, of course! it's interesting, although this is not quite what is required. Unfortunately, P1oppy take away his secret with one... (Greetings, Stephen. I'm glad to see you again.) Edited February 15, 2018 by Crawford Share this post Link to post Share on other sites
+VonS 1,424 Posted February 15, 2018 Those streamers look great Stephen, and very pleased to see a Siemens-Schuckert D.1 in the works there too! Von S 2 Share this post Link to post Share on other sites
+gterl 1,214 Posted February 16, 2018 14 hours ago, Stephen1918 said: About a year ago, I spent a lot of time trying to figure out a work around. I tried everything I could think of, but the bottom line is - if it's built into the plane LOD, it can be animated - if you want to add it from inside the game, it will be static. P1oppy's Morane Saulnier N has the streamer built into the airplane, the loadout just makes it appear in the game. It's still there, but invisible, unless you assign it in the loadout. I did make some streamers that can be added as weapons, but they don't move, don't react to gravity, and they don't cast shadows. They look kind of funky on the ground, but don't look TOO bad in the air. Is anyone interested? ABSOLUTELY!! Share this post Link to post Share on other sites
don246 65 Posted February 16, 2018 Any new mods is most appreciated thanks for taking the time. FE2 is the only WW1 sim I enjoy. 2 Share this post Link to post Share on other sites
Crawford 570 Posted February 16, 2018 (edited) On 14.02.2018 at 5:51 PM, Crawford said: By the way, I have a question not on the topic. With your permission, I will ask it here. "There are no stupid questions, just stupid people." My question concerns the stock Camel F.1. Does anyone know if is possible to get a functioning propeller of the Rotherham fuel pump using DATA. INI? For example, assigning it as [Engine2]. Nobody tried it? It seems that my question did not interest anyone. Nevertheless, I achieved some results, focusing on the DATA. INI for Ju-87 and Camel from the capun's site. Now the propeller of the fuel pump has started to rotate. Necessary additions to the CAMELF1_110_DATA. INI. as an example. Add the following line to the section [Nose]: [Nose] ParentComponentName=Fuselage ModelNodeName=fuselage_nose DestroyedNodeName= ShowFromCockpit=TRUE DetachWhenDestroyed=FALSE DamageRating=DISABLED MassFraction=0.237 HasAeroCoefficients=FALSE MinExtentPosition=-0.52,0.13,-0.51 MaxExtentPosition= 0.52,1.08, 0.63 CollisionPoint[001]= 0.00, 0.94,-0.52 SystemName[001]=Engine SystemName[002]=InternalGun1 SystemName[003]=InternalGun2 SystemName[004]=FuelPump <------------------------ this can be named otherwise, for example, Rotherham or Engine2 DetachNode[001]=propeller_shaft DetachNode[002]=engine DetachNode[003]=engine_cowling DamageNode[001]=engine_cowling Then add this item to the section // Engines: [FuelPump] <----------------------------------------------------- this line should match the name you specified in the [Nose] section. SystemType=PROP_ENGINE InputName=THROTTLE_CONTROL EngineID=2 SLPowerDry=10.0 ThrustAngles=0.0,0.0,0.0 ThrustPosition=0.0,0,0.0,0.0 //ThrustPosition=0.0,1.35,0.0 //ThrottleRate=0.2 ThrottleRate=0.5 AltitudeTableNumData=8 AltitudeTableDeltaX=914.4 AltitudeTableStartX=0.0 AltitudeTableData=1.000,1.000,0.875,0.700,0.457,0.361,0.279,0.209,0.000 SpinnerNodeName=fuel_pump_propeller StaticPropNodeName=fuel_pump_propeller SlowPropNodeName=fuel_pump_propeller FastPropNodeName=fuel_pump_propeller SlowPropRPM=600 FastPropRPM=1500 MaxPropRPM=2500 IdlePropRPM=480 BSFC=0.00001 ConstantSpeed=TRUE <------------------------------------ the prop will rotate from the oncoming stream NumBlades=2 //PropDiameter=0.5 PropDiameter=0.25 and you get this: look to the right and you will see the prop on the pump spin. Looks good! P.S. Gratitude to Mue for his LODViewer! Edited February 16, 2018 by Crawford 5 Share this post Link to post Share on other sites
Crawford 570 Posted February 16, 2018 (edited) P.P.S. Maybe the streamers on p10ppy's Morane Saulnier N work in the same way? // Weapon Stations --------------------------------------------------------- [Streamer] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=0.0,0.5,0.00 AttachmentAngles=0.0,0.0,0.0 LoadLimit=100 AllowedWeaponClass=FT AttachmentType=NATO,WP NumWeapons=1 ModelNodeName=pylon_dummy PylonMass=0.001 PylonDragArea=0.00 FuelTankName=Ribbon_Red Edited February 16, 2018 by Crawford Share this post Link to post Share on other sites
don246 65 Posted February 16, 2018 Thanks Crawford works a treat on the 110 1 Share this post Link to post Share on other sites
Wrench 9,875 Posted February 16, 2018 more of TK's hidden animations .. we've found a number of them in SF/SF2 as well! in the LOD Viewer, that bottom left panel lists the animations; use the up/down arrows to see them work 2 Share this post Link to post Share on other sites
+Stephen1918 1,474 Posted February 16, 2018 I have uploaded the streamer ribbons. There are five different colors - Red, Green, Blue, German (black, white and red), and French (red, white, and blue). They're in the First Eagles - General Files - Weapons section. There is actually an animation built into the LOD (Animation ID 1). If anyone can figure out how to make it run, please let us know. 5 Share this post Link to post Share on other sites
Crawford 570 Posted February 17, 2018 15 hours ago, don246 said: Thanks Crawford works a treat on the 110 Not only for 110 hp, but also for stock 130 hp and 150 hp Camels. It turns out some of the animation in the game is calculated by the game engine, without editing the model in 3DSMax. It was a big surprise for me. ) Share this post Link to post Share on other sites
don246 65 Posted February 17, 2018 2 hours ago, Crawford said: Not only for 110 hp, but also for stock 130 hp and 150 hp Camels. It turns out some of the animation in the game is calculated by the game engine, without editing the model in 3DSMax. It was a big surprise for me. ) Yes I did change the 130 &150 hp works fine thanks again. 2 Share this post Link to post Share on other sites
Crawford 570 Posted February 17, 2018 3 hours ago, don246 said: Yes I did change the 130 &150 hp works fine thanks again. Thank you. By the way, after testing I was convinced that for more adequate work of the propeller, the ConstantSpeed parameter is better to change from TRUE to FALSE. [FuelPump] ReferenceName=Rotherham Fuel Pump SystemType=PROP_ENGINE InputName=THROTTLE_CONTROL EngineID=2 SLPowerDry=10.0 ThrustAngles=0.0,0.0,0.0 ThrustPosition=0.0,0,0.0,0.0 ThrottleRate=0.5 AltitudeTableNumData=8 AltitudeTableDeltaX=914.4 AltitudeTableStartX=0.0 AltitudeTableData=1.000,1.000,0.875,0.700,0.457,0.361,0.279,0.209,0.000 SpinnerNodeName=fuel_pump_propeller StaticPropNodeName=fuel_pump_propeller SlowPropNodeName=fuel_pump_propeller FastPropNodeName=fuel_pump_propeller SlowPropRPM=600 FastPropRPM=1000 MaxPropRPM=1500 IdlePropRPM=480 BSFC=0.00001 MinExtentPosition=-1.40, 0.90,-0.80 MaxExtentPosition=-1.50, 0.50,-0.60 ConstantSpeed=FALSE <---------------------------------------------------------------------- !!! NumBlades=2 PropDiameter=0.25 1 Share this post Link to post Share on other sites
+VonS 1,424 Posted February 17, 2018 (edited) A great discovery Crawford, thank you for this. Here are some further tweaks that help with the rotating pump propeller, under the [FuelPump] section for // Engines: SLPowerDry=60.0 <<----- have increased the value slightly, otherwise I was sometimes not able to restart the air pump propeller if the engine was turned off, then on Also change the following: ThrottleRate=0.7 <<----- higher throttle rate gives more realistic spin up after the engine starts AltitudeTableNumData=14 <<----- this number corresponds with no. of entries under AltitudeTableData AltitudeTableDeltaX=514.4 <<----- reduced intervals in meters here slightly, also works as a kind of compressed "accordion" effect at smaller numbers for prop/engine efficiency AltitudeTableStartX=0.0 AltitudeTableData=1.000,0.975,0.854,0.700,0.590,0.457,0.361,0.279,0.209,0.185,0.095,0.050,0.015,0.000 <<----- more values here for subtler prop spin variations at different alts. Put the Camel into a spin and watch the pump propeller vary in rpms depending on the slipstream, also noticeable at the top of a loop when the speed drops. As well, change the following: SlowPropRPM=2200 FastPropRPM=3800 MaxPropRPM=4500 IdlePropRPM=1600 Also, include the following two entries for the 110 and 130hp Camels, for the FuelPump, imitating the settings for the engine itself: BlipSwitch=TRUE BlipThreshhold=0.5 Otherwise you'll hear an increase in the engine rpm from the threshold to full throttle and will think that you're getting more power from the engine, which you're not - if you leave the fuel pump at regular throttle settings. For the 150hp Camel, it should be fine to leave the blip switch at "false" for the fuel pump, again imitating the engine settings. While not a Cox .020 engine for old model airplanes that spins between 10,000 and 30,000 rpms , the pump prop should spin on average about 3 to 4 times faster than the rotary engine/main prop (I'm thinking prop size and ratios here....although, at any rate, the higher rpms look nicer on the small air pump). Happy flying gents', Von S Edited February 17, 2018 by VonS Added some info. 2 Share this post Link to post Share on other sites
+gterl 1,214 Posted February 18, 2018 Back to topic..and thx soo much Stephen 3 Share this post Link to post Share on other sites
Crawford 570 Posted February 18, 2018 (edited) 12 hours ago, VonS said: Happy flying gents', Von S Thankee, although there is no my merit in this case, because these "hidden animations" have long been known. I also tried to change various parameters for the prop, but I trust your experience. [FuelPump] ReferenceName=Rotherham Fuel Pump SystemType=PROP_ENGINE InputName=THROTTLE_CONTROL EngineID=2 SLPowerDry=10.0 ThrustAngles=0.0,0.0,0.0 ThrustPosition=0.0,0,0.0,0.0 ThrottleRate=0.5 AltitudeTableNumData=8 AltitudeTableDeltaX=914.4 AltitudeTableStartX=0.0 AltitudeTableData=1.000,1.000,0.875,0.700,0.457,0.361,0.279,0.209,0.000 SpinnerNodeName=fuel_pump_propeller StaticPropNodeName= <---------------------------------- these three parameters can be omitted SlowPropNodeName= <---------------------------------- FastPropNodeName= <---------------------------------- RotationAxis=Y-Axis <-------------------------------------- probably, the Axis of rotation does not need to be indicated? SlowPropRPM=3000 FastPropRPM=4500 MaxPropRPM=6000 IdlePropRPM=1500 BSFC=0.00001 ConstantSpeed=FALSE NumBlades=2 PropDiameter=0.25 What do you think it is possible to revive the streamers with a help of 'hidden animations', which the Wrench says? Edited February 18, 2018 by Crawford Share this post Link to post Share on other sites
Crawford 570 Posted February 18, 2018 On 17.02.2018 at 12:35 AM, Stephen1918 said: I have uploaded the streamer ribbons. There are five different colors - Red, Green, Blue, German (black, white and red), and French (red, white, and blue). They're in the First Eagles - General Files - Weapons section. There is actually an animation built into the LOD (Animation ID 1). If anyone can figure out how to make it run, please let us know. Thank you, Steve! You are absolutely right, they look pretty good in the air. It seems to me that in order to animate the streamer, this tape, at a least, must be composed of several parts in order to try to impose on it the effect of the flag. ) 1 Share this post Link to post Share on other sites
+VonS 1,424 Posted February 18, 2018 13 hours ago, Crawford said: StaticPropNodeName= <---------------------------------- these three parameters can be omitted SlowPropNodeName= <---------------------------------- FastPropNodeName= <---------------------------------- RotationAxis=Y-Axis <-------------------------------------- probably, the Axis of rotation does not need to be indicated? What do you think it is possible to revive the streamers with a help of 'hidden animations', which the Wrench says? Have now tested with the static/slow/fast/etc propnodenames commented out and the pump prop still spins well. I don't have the rotationaxis value in place so it should be fine to comment that out too....theoretically, I would say that dynamic streamers are possible, as Wrench outlined, although I am no streamer specialist - hopefully someone will figure out how that works. Von S 1 Share this post Link to post Share on other sites
+gterl 1,214 Posted February 20, 2018 While going through WOV and other TW games I checked and double-checked all available loadouts. Sadly not one of them has a 'constant' animation. So the major Problem is, that the streamers are not part of the airplane LOD object. Animations for loadouts, as far as I've seen, can only be 'triggered' by launching them (missiles, etc.) 3 Share this post Link to post Share on other sites
Crawford 570 Posted February 25, 2018 (edited) On 20.02.2018 at 12:28 PM, gterl said: While going through WOV and other TW games I checked and double-checked all available loadouts. Sadly not one of them has a 'constant' animation. So the major Problem is, that the streamers are not part of the airplane LOD object. Animations for loadouts, as far as I've seen, can only be 'triggered' by launching them (missiles, etc.) Well, it seems, this is just that very case when the game engine shows to the modders an obscene gesture... Now, after many hours of experiments, I'm almost certain that the banner at the airfield and the pennants on the airplane struts - is not the same thing at all )) In my spare time I will try to attach the streamer tapes into the LOD of any additionon airplane. It is interesting to see what will come of it. Of course, commander's pennants are just an ornament that does not bring anything new to the gameplay. Unfortunately, it's impossible to teach AI to mark the enemy FLT Leaders with a ribbons. Edited February 25, 2018 by Crawford 1 Share this post Link to post Share on other sites