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Posted

Hi

 

At the time the Buccaneer was released, we didn't have the great Mue's LOD viewer yet.

I recently had a look at the Mk50 and what I saw quite saddened me...

 

So let's finish the job, if you wouldn't mind  :happy:

 

MinMaxExtentsUpdate.rar

 

It should give you this :

 

post-46431-0-74806800-1468972977.jpg

 

I think the same values could be applied to all S2 versions.

 

In case you need help about that update, you can pm me.

But I cannot do the update of the files myself.

 

(There was a big F%#k*µ§ box on the left that was 30lbs for nothing  :nono: )

  • Like 7
Posted

Hello,

 

I like your update!

 

Just a question :grandpa: ... what is the purpose of the MinMaxExtents?

 

Best regards,

 

Coupi.

Posted (edited)

Yes the hit boxes to define if the plane touches something or is hit by something.

 

But, I really think that it is related to the mass fraction of each component.

Xmac and Ymac are for aerodynamical values and mass isn't aerodynamical.

 

For example I've seen some engine nacelle with correct MinMaxExtent (can touch / be touched) but with mass fraction = 0.001...

 

Let's say some Allison T-56 A series turbines are already 880 kg / 1930 lbs and the Hamilton Standard 54H60-117 propeller is 440 kg / 970 lbs, it's 1320 kg / 2900 lbs for each nacelle, without the nacelle itself and all the fluid (oil). So it gives massfraction=0.09 for each engine of a C-130 at 34000 kg, and that would still be wrong because it's only the engine and the propeller.

If there isn't the Min/MaxExtentPosition values, I guess that the mass is assigned to the xyz 000, or to the CG, and it has some influence to the behaviour of the model, as the engine is never at the 0,0,0 point. For the same reason, some jet fighter has a fake or real rear fuselage part with the engine(s), with its own MinMaxExtent values.

 

The MiG-25 :

 

[Fuselage]
...
MinExtentPosition=-1.40,-7.54,-1.17
MaxExtentPosition= 1.40, 5.66, 1.06
...
SystemName[001]=Engine1
SystemName[002]=Engine2
SystemName[003]=FuselageFuelCell1
SystemName[004]=FuselageFuelCell2
SystemName[005]=FuselageFuelCell3
SystemName[006]=FuselageFuelCell4
SystemName[007]=CenterlineStation
SystemName[008]=Airbrake
SystemName[009]=LeftMainGear
SystemName[010]=RightMainGear
Systemname[011]=BrakingChute
Systemname[012]=Airopen
SystemName[013]=LeftLLight
SystemName[014]=RightLLight
SystemName[015]=AfterburnerNode1
SystemName[016]=AfterburnerNode2
SystemName[017]=DorsalAirbrake
 
My version (not released) had a fake rear fuselage part :
 
[RearFuselage]
ParentComponentName=Fuselage
ModelNodeName=
ShowFromCockpit=FALSE
DetachWhenDestroyed=FALSE
DamageRating=DAMAGED
MassFraction=0.337
HasAeroCoefficients=FALSE
MinExtentPosition=-1.62,-7.22,-0.175
MaxExtentPosition=1.62,-0.99,1.325
SystemName[001]=Engine1
SystemName[002]=Engine2
SystemName[003]=FuselageFuelCell4
...
 
and all the "SystemName" entries of this added part had been deleted on the original part, the fuselage
 
[Fuselage]
...
MinExtentPosition=-1.694,-7.22,-0.47
MaxExtentPosition= 1.694, 6.194, 1.6
...
SystemName[001]=FuselageFuelCell1
SystemName[002]=FuselageFuelCell2
SystemName[003]=FuselageFuelCell3
SystemName[004]=Airbrake
SystemName[005]=LeftMainGear
SystemName[006]=RightMainGear
SystemName[007]=Airopen
SystemName[008]=CenterlineStation
SystemName[009]=CenterlineStationT
SystemName[010]=LLandingLight
SystemName[011]=RLandingLight

...

 

post-46431-0-41116500-1469016320_thumb.jpg

 

The two parts overlap each other, but they can also just touch each other depending on how you set the MinMaxExtent.

 

--------------------------------------------------------------------------

Last word : you can use the 3D model values for the MinMax Extent, most of the time it's perfect.

But sometimes you had to cut the box for it wouldn't fit the actual shape of the model, just because one mesh is very long (antenna, pointy end, ...)

It's the case for the Buccaneer vertical tail.

 

I hope it answers the question 

Edited by Cliff7600
  • Like 2
  • 2 weeks later...

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