Jump to content
Sign in to follow this  
gterl

Streamers (Squadron Leader, etc.)

Recommended Posts

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 by Crawford

Share this post


Link to post
Share on other sites

Those streamers look great Stephen, and very pleased to see a Siemens-Schuckert D.1 in the works there too! :biggrin:

Von S

  • Like 2

Share this post


Link to post
Share on other sites
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?

 

Streamers03.jpg

Streamers04.jpg

Streamers06.jpg

 

 

ABSOLUTELY!!

Share this post


Link to post
Share on other sites

Any new mods is most appreciated thanks for taking the time. FE2 is the only WW1 sim I enjoy.

  • Like 2

Share this post


Link to post
Share on other sites
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." :biggrin:

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!  :smile:

P.S. Gratitude to Mue for his LODViewer!

4234244-2.jpg.9c4a752f040f1b69609985549b105ca8.jpg

 

 

Edited by Crawford
  • Like 5

Share this post


Link to post
Share on other sites

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 by Crawford

Share this post


Link to post
Share on other sites

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

  • Thanks 2

Share this post


Link to post
Share on other sites

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.

  • Like 5

Share this post


Link to post
Share on other sites
15 hours ago, don246 said:

Thanks Crawford works a treat on the 110 

:ty: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
2 hours ago, Crawford said:

:ty: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.

  • Like 2

Share this post


Link to post
Share on other sites
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

  • Like 1

Share this post


Link to post
Share on other sites

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 :biggrin: - 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 :biggrin:, 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 :smile:

Edited by VonS
Added some info.
  • Like 2

Share this post


Link to post
Share on other sites
12 hours ago, VonS said:

Happy flying gents',

Von S :smile:

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. :smile:

[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 by Crawford

Share this post


Link to post
Share on other sites
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.  :biggrin:

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. )

img00016.jpg.4da7d37666c8ef3c5079047843bc6e3b.jpg

  • Like 1

Share this post


Link to post
Share on other sites
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 :biggrin: - hopefully someone will figure out how that works.

Von S :flyer:

  • Like 1

Share this post


Link to post
Share on other sites

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.)

  • Like 3

Share this post


Link to post
Share on other sites
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...  :smile:

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 by Crawford
  • Like 1

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..