bitwurst Posted June 6, 2005 Posted June 6, 2005 (edited) hi, i made a B-58 Hustler model (without skin an controls at the moment) today i exported the .LOD file and made a B-58_data.ini file by copying contents from some other aircraft. (also a F-16 cockit) i expeted the game to crash... but surprise surprise it didn't i saw the B-58 (or better 3 or 4 models). not bad for the first attempt of a newbe but now i am hot to make a proper .ini file. the problem is that i have no idea how to do deal with this stuff: ... CmqMachTableStartX=0.00 CmqMachTableData=1.000,1.000,1.000,23.468 MaxExtentPosition=-1.23,-5.63,-0.85 MinExtentPosition= 1.23, 1.80, 0.90 CollisionPoint[001]= 0.2883,5.7188,-0.7474 CollisionPoint[002]= -0.2817,5.7188,-0.7474 etc. etc. etc....... could anybody tell how to do or is there a tutorial or documentation anywhere?? thanks bitwurst Edited June 7, 2005 by bitwurst Quote
+Dave Posted June 7, 2005 Posted June 7, 2005 Try this website..... http://www.bobsyouruncle.net/3d_page.htm There are some great tutorials on there. Cant wait to see your finshed product. Keep up the good work. Quote
+Spectre_USA Posted June 7, 2005 Posted June 7, 2005 The B-58 Hustler. One of my favorite all-time jets. It just plain looks dead sexy. Can't wait to fly this bad-boy... Quote
bitwurst Posted June 7, 2005 Author Posted June 7, 2005 Thanks for answering USAFMTL, but those help sites are for USAF game or do i missunderstand something? bitwurst Quote
+Dave Posted June 7, 2005 Posted June 7, 2005 There is a strike figthers section. But those tutoroals will help you make anything in 3d max for any game or sim. http://www.bobsyouruncle.net/StrikeFighterHome.htm Try here. Quote
+Fubar512 Posted June 8, 2005 Posted June 8, 2005 Wow, The original "Fail-Safe" was on the tube just a few days ago....and now, what do I come here and see? Quote
Lexx_Luthor Posted June 8, 2005 Posted June 8, 2005 I am Total Newbie in FM subject, but if you are looking for B-58 flight modding, you might could start testing B-58 with the A~5B Vigilante and Mirage III flight models, experiment, root around, see how these Artists did their work, add some J-79s, and go from there. I don't know the FM sorcerer's secrets. A-5B is here http://forum.combatace.com/index.php?download=732 Mirage IIIC is here http://www.column5.us/aircraft.shtml Thanks! B-58 will go great with the heavy Soviet interceptors we have now and may be coming -- is there a way to make AI use afterburners when following high speed waypoints? Quote
Lexx_Luthor Posted June 8, 2005 Posted June 8, 2005 This may help... SF Editing Notes ~~> http://forum.combatace.com/index.php?showtopic=4078 First page deals much with the flight model ini :: : .Description of aero coefficients in flight model data files by Wild_Elmo OK, here is a list of the various aerodynamic coefficients (the 3 or 4 letter variables that start w/ the capital C) that are used in the flight model data files. I've also listed a couple of other variables for the hell of it (Xac and DeltaStallAlpha), but I'm going to limit this discussion primarily to the aerodynamic coefficients since this is how the model generates all of the forces and moments on the airplane. CL0 Lift coefficient at zero angle of attack (AOA) CLa Lift coefficient due to AOA CD0 Zero-lift drag coefficient CDL Drag coefficient due to lift (induced drag effect) Cmq Pitching moment due to pitch rate (pitch damping) Cmad Pitching moment due to AOA rate (aero interaction between wings and horiz tail) Cyb Side force due to sideslip Cyp Side force due to roll rate Cyr Side force due to yaw rate Clb Roll moment due to sideslip Clp Roll moment due to roll rate (roll damping) Clr Roll moment due to yaw rate Cnb Yaw moment due to sideslip Cnp Yaw moment due to roll rate Cnr Yaw moment due to yaw rate (yaw damping) CLiftdc Lift due to control surface deflection CDdc Drag due to control surface deflection Cydc Side force due to control surface deflection Cldc Roll moment due to control surface deflection Cmdc Pitch moment due to control surface deflection Cndc Yaw moment due to control surface deflection DeltaStallAlpha Increase in max angle-of-attack before stall Xac X-location of aerodynamic center First thing to realize is that the coefficients are normalized by various dimensions of the aircraft, so they don't represent the absolute value of the force or moment. So for example, for Cnp, the actual yaw moment due to roll rate is found by mulitplying the coefficient by: (Dynamic pressure * wing area * span^2) / (2*Velocity) There is actually a very good reason for this, but I'm not going to go into it. The important thing to understand is what force or moment is being generated by what. Second thing to understand from a formatting standpoint, is that TK lists the coefficients first by their 'base' values. Then he lists how the values will vary with either Mach # or angle-of-attack. So for example, this is extracted from the data file for the F-4E in the section describing the left outer wing (I've snipped out portions): [LeftOuterWing] . . CL0=0.0248 CLa=0.6532 CD0=0.0008 CDL=0.0037 Cmq=-0.2457 Cmad=-0.2229 Clb=0.0137 Clp=-0.0335 Clr=0.0296 Cnb=0.0424 Cnp=0.0011 Cnr=-0.0019 . . Shown above are the 'base' values that I described earlier. Following these are variation with Ma # and angle of attack tables. Here's a typical table (for the F-4E left outer wing again): . . CL0MachTableNumData=7 CL0MachTableDeltaX=0.40 CL0MachTableStartX=0.00 CL0MachTableData=0.976,1.000,1.087,1.212,0.858,0.692,0.577 . . The first row (CL0MachTableNumData) shows how many Ma # values the table varies over. The second row indicates the delta in Ma # between data points. The third row indicates the starting Ma # in the table. The fourth row indicates the MULTIPLIER of the base CL0 value. So for example at M=0 (starting takeoff for example), the multiplier of 0.976 is used with the base value of 0.0248 (I'll let you multiply it out). The same idea applies for the tables that vary with Alpha (angle-of-attack). Finally, listed below is the right outer slat section for the F-4E and I'll go over these items in detail (use the same basic idea for flaps, etc) [RightOuterSlat] SystemType=HIGHLIFT_DEVICE CLiftdc=-0.0443 DeltaStallAlpha=6.00 AreaRatio=1.02 DeploymentMethod=AUTOMATIC_ANGLE_OF_ATTACK Setting[1].Angle=30.0 Setting[1].DeployValue=13.8 Setting[1].RetractValue=8.7 MaxDeflection=30.0 MinDeflection=0.0 CLiftdc is the lift coefficient due to slat deployment (the value of -0.0443 seems questionable BTW). DeltaStallAlpha is the change in maximum alpha before stall due to slat deployment (6 degrees in this case). AreaRatio is the increase in wing area due to slat deployment. DeploymentMethod indicates that the slats deploy automatically based upon the angle of attack. Setting[1].Angle indicates that when deployed the slats are at 30 degree deflection. Setting[1].DeployValue indicates that at 13.8 degrees the slats automatically deploy. Setting[2].RetractValue indicates that at 8.7 degrees the slats automatically retract. Max and min are self-explanatory. : : : ~> http://forum.combatace.com/index.php?showtopic=4078 : : etc... lots of stuff... Quote
bitwurst Posted June 8, 2005 Author Posted June 8, 2005 thanks Lexx for answering, have something to study now (is lexx luther a name from the book "fool on the hill"?) i made a testplan without putting any effort in it to see whats it all about with the INI thing flaps, rudder, elevators and ailerons are working engin mabe soon and gears go in wrong direction the problem is that the cockpit is beneath the aircraft, so i have to bring them to the same position http://www.f4.fhtw-berlin.de/~s0502121/sfp1/test1.jpg http://www.f4.fhtw-berlin.de/~s0502121/sfp1/test2.jpg bitwurst Quote
Lexx_Luthor Posted June 8, 2005 Posted June 8, 2005 (edited) * EDIT ... you probably know ~all~ this, but for self~refresh and in case other Newbies will see something New... ----------------------------------- In the COCKPIT data file is Position using (x,y,z) coordinates--if not, add the Position line under ModelName. This is cockpit position relative to the airplane. If I recall ( ) x is left/right, y is forward and back, z is vertical up/down. B-58 is a tall plane and a long plane, so the small fighter cockpit Position z value may be far too low (and y value too far back). You have to play with the numbers to get the right position...too find that you will need some kind of external reference. I suggest that the delta wing not be visible from the B-58 cockpit position, but the forward tips of the inboard engine intakes can be seen (they extend ahead of the wing, and are lower than the cockpit). Possibly the outboard engine intakes can be seen too. You decide. :yes: Not a pilot cockpit shot, but close http://www.xs4all.nl/~mvburen/b-58/gfx/gallery/dd/19.jpg pilot shot, but straight ahead only http://www.xs4all.nl/~mvburen/b-58/molehole/dirga/07.htm lifted from ~~> http://www.xs4all.nl/~mvburen/b-58/ Here is part of my Yak-15 COCKPIT file, for which I use the "real" Yak-3 cockpit instead of the P-51 cockpit, and I had to change the Position (Offset is pilot position inside the cockpit in which you move pilot around inside the cockpit). [CockpitSeat001]ModelName=YakPit Offset=0.0,0.250,0.0 Position=0.0,-1.00,1.5 ViewAngles=0.0,0.0,0.0 MaxYaw=180 MinYaw=-180 MaxPitch=90 MinPitchFront=-50 MinPitchRear=-20 LightRange=1.5 LightInnerConeAngle=65 LightOuterConeAngle=70 LightAngles=0.0,-30.0,0.0 DiffuseLightFactor=0.5 NightLightOn=0.85 NightLightColor=0.6,0.3,0.4 Gunsight=GunsightFront You will probably need a positive number for the Position y value, as your cockpit may need moving forward along the larger plane B-58. Experiment. Edited June 8, 2005 by Lexx_Luthor Quote
Guest capun Posted June 11, 2005 Posted June 11, 2005 thanks Lexx for answering, have something to study now (is lexx luther a name from the book "fool on the hill"?) i made a testplan without putting any effort in it to see whats it all about with the INI thing flaps, rudder, elevators and ailerons are working engin mabe soon and gears go in wrong direction the problem is that the cockpit is beneath the aircraft, so i have to bring them to the same position http://www.f4.fhtw-berlin.de/~s0502121/sfp1/test1.jpg http://www.f4.fhtw-berlin.de/~s0502121/sfp1/test2.jpg bitwurst <{POST_SNAPBACK}> Assuming that you are using 3DS Max, use the Points helper to create a point (x,y,z) where the pilot should be in the model. Use the exporter to create a ini file with the points values That point is used in both the plane_data.ini and the plane_cockpit.ini files In the data ini file, it is used to set the pilot figure location and in the cockpit.ini file it is used to set the inside the cockpit view position Quote
Recommended Posts
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.