toot Posted June 10, 2024 Author Posted June 10, 2024 Ok so all I need is another mesh inside the fuselage, I'll do that 1 Quote
OlWilly Posted June 11, 2024 Posted June 11, 2024 On 08.06.2024 at 9:49 PM, toot said: cant i scale everything and then ctrl-a and press on scaling? Yes Mue's extractor doesn't like scale being any other than 1, so make sure to ctrl-a any object you actually scale. Then it's no problem Secondly, Mue's LOD viewer could be used to show the ingame size of the model When you put the cursor on any part of the model, it shows coordinates - which should be in meters Just make sure that, let's say, the forward most and rear most points of the model sum up to a correct (or so) length Quote
toot Posted June 13, 2024 Author Posted June 13, 2024 Fixed all the issues i had with the model, now for the technical stuff: everytime i try to land the aircraft decideds it wants to do a wheelie and not come out of that wheelie, no matter what approach i take when landing. when i try to take off i spin out (guessing its just the low speed handeling of the game since it doesnt like planes taking off at an angle) anyone know what can cause this? cg perhaps? The flight model im basing the plane of of is the vampire 5 1 Quote
+daddyairplanes Posted June 14, 2024 Posted June 14, 2024 why not a FM of an aircraft closer to what you have. try the Let-410 (closest cargo plane in size and config i can think of ) Quote
toot Posted June 14, 2024 Author Posted June 14, 2024 4 hours ago, daddyairplanes said: why not a FM of an aircraft closer to what you have. try the Let-410 (closest cargo plane in size and config i can think of ) I tried using the dhc-6 since it had some similarities to the arava but I didn't like the flight model, then I went to the vampire because it had a similar configuration to the arava (and I'll tweak the model itself to make it less agile), but I'm still not sure whats causing the plane to be so backheavy Quote
yakarov79 Posted June 14, 2024 Posted June 14, 2024 all data file coordinates must correspond with coordinates/meshes on the model itself. COG, collision points, etc, I hardly see a similar configuration with a vampire...(starting with size) but anyway, try Boxcar data/fm. 1 Quote
toot Posted June 14, 2024 Author Posted June 14, 2024 12 minutes ago, yakarov79 said: I hardly see a similar configuration with a vampire...(starting with size) but anyway, try Boxcar data/fm. Took the vampire because it has one elevator and the forks that hold it and the vertical stabilizers like the arava. It also had 2 separate flaps on each wing (not to mention airbrake) which helped me learn Quote
Wrench Posted June 14, 2024 Posted June 14, 2024 so does the c-119. and they're call "tail booms" Quote
toot Posted June 23, 2024 Author Posted June 23, 2024 I fixed most issues in the flight model but for some reason my propellers are always spinning on the Z axis no matter what axis i set it up as, does anyone know how to fix it? [Right_Engine] ReferenceName=Pratt & Whitney Canada PT6A-27 620hp/460kW SystemType=PROP_ENGINE InputName=THROTTLE_CONTROL EngineID=2 SLPowerDry=445000.0 ThrustAngles=0.0,0.0,0.0 ThrustPosition=2.857,2.541,0.0 ThrottleRate=0.3 AltitudeTableNumData=7 AltitudeTableDeltaX=3048.0 AltitudeTableStartX=0.0 AltitudeTableData=1.000,0.664,0.441,0.292,0.186,0.118,0.000 SpinnerNodeName=RightCone StaticPropNodeName=prop.001 SlowPropNodeName=SlowPropR FastPropNodeName=FastPropR DamagedPropNodeName= SlowPropRPM=1480 FastPropRPM=1800 MaxPropRPM=2000 IdlePropRPM=1000 BSFC=0.00298 ExhaustEmitterName=CleanExhaustEmitter ExhaustPosition=2.857,1.894,1.247 ExhaustEffectSize=0.6 FireSuppression=TRUE ContrailPosition=2.857,1.894,1.247 ConstantSpeed=TRUE MaxPowerAnimationTime=0.1 MinPowerAnimationTime=0.3 NumBlades=3 PropDiameter=2.557 PropRotationDirection=LEFT MomentOfInertia=0.0 PropPFactorCoefficient=0.01 PropTorqueFactor=0.01 PropEfficiencyAdvanceRatioTableNumData=8 PropEfficiencyAdvanceRatioTableDeltaX=0.2 PropEfficiencyAdvanceRatioTableStartX=0.0 PropEfficiencyAdvanceRatioTableData=0.023,0.842,0.870,0.870,0.870,0.870,0.841,0.702 GasTempMaxRPM=700.0 GasTempIdleRPM=400.0 GasTempChangeRate=2.0 OverheatTemp=750.0 DamageTempDelta=100.0 MinManifoldPressure=0.35 MaxManifoldPressure=1.0 OilPressMaxRPM=6.89 OilPressIdleRPM=2.75 OilPressChangeRate=0.5 LowOilPress=5.51 LowOilTempDelta=400.0 RotationAxis=y-Axis 1 Quote
toot Posted July 22, 2024 Author Posted July 22, 2024 I tried fixing it but the engines still are spinning on the z axis instead of the y axis, no matter what i do. does anyone have any tips? Quote
+daddyairplanes Posted July 22, 2024 Posted July 22, 2024 (edited) what other prop birds have you looked at the data ini for? its genereally a good idea with anything ini related to look up another bird that is similar to what youre working on. compare notes and see whats different Edited July 22, 2024 by daddyairplanes Quote
toot Posted July 23, 2024 Author Posted July 23, 2024 I tried looking at some of the stocks and mods, but then I remembered helicopters have rotors that spin above and I found the RotationAxis field but it also didn't fix it Quote
Wrench Posted July 23, 2024 Posted July 23, 2024 ah, P-38 Lightning, maybe??? for FM data. might be lighter in GW then the Arava, but twin engined, twin boomed, 2 rudders one elevator Quote
Svetlin Posted July 23, 2024 Posted July 23, 2024 Could that be somehow hard-coded into the model during the construction in 3DS or Blender? Honestly, I have no practical knoweldge about 3d modelling. I am drawing my conclusions from my fiddling with data.ini files in trying to add or fix turning front landing gear and shocks. There are models where no matter what ini dancing I did, the front gear would not turn properly along the correct axis and/or the shocks would not function correctly. That made me believe such movements are somehow hard-coded into the model during the construction in 3DS or Blender. So, my guess is, that unless these movements are planned for and provided for during the model construction, the ini file alone will not help. I would put my bet the same applies also for rotors rotation axis. Of course it would be best if one of our 3D experts could confirm or reject that and shed some more light on the topic. 1 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.