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FastCargo

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Everything posted by FastCargo

  1. Yes, it did. I wanted to make sure the F-35 would have the proper working control movements. Now, to be fair, there are other aircraft that already do this sort of thing in the sim (the F-14, F-22, F-23, Gripen, EF2000, etc). However there is a significant difference between those aircraft and the F-35. As far as I can tell, the F-35 is the only aircraft where the wing only has one TEF surface (other aircraft have at least 2 trailing edge surfaces per wing) AND that TEF surface is influenced by three separate channels (speedbrake, flaps, and aileron). Also, some of the other aircraft achieve manuvering through 'virtual' surfaces...where nothing moves on the model but an aerodynamic effect is seen with a control input. On the F-35, you put in an input...SOMETHING is going to move on the visual model... FastCargo
  2. A lesson in control logic (or how to make a non-FBW sim engine simulate a FBW aircraft in control surface movement). Through a system that combines animations and multiple invisible links, we can simulate multi-input control surface movement. Starting with a clean F-35 (the white background is overcast with the bloom mod): We then deploy the speedbrake: The control deflections are based on the LockMart testpilot notes, talking about what surfaces move to do the speedbrake function. Rudders, leading and trailing edge flaps. My assumption was the rudders move inward, the TEFs (trailing edge flaps) move up to increase drag and spoil lift, but the LEFs (leading edge flaps) move downward to compensate for the loss of lift (plus I've never heard of LEFs deflecting upward). Now, then I throw the stick hard right: Note that though the speedbrake is still deployed (and remains so for the rest of the pictures), the left TEF now switches downward, and the right TEF increases it's deflection. In addition, you can see the elevators swing to help with the turn (like various other fighters, the elevators perform rolling and pitch duties). As the aircraft slows down and AOA increases, the flaps deploy automatically (note the speedbrake is still deployed) and switch downward to increase lift. As the AOA continues to increase, the slats deflect further downward: And while this is going on, I throw in full left rudder: Note how the rudders will increase or decrease deflection to give the yaw input directed by the pilot. Finally, throw in a left aileron input (again, the speedbrake has been deployed the whole time): You can see how all the surfaces work to execute the input done by the pilot. Now, this is all sort of smoke and mirrors. Things work correctly in the proper direction. However, because, unlike the real aircraft where there are limiters in deflection amounts, the sim doesn't have such a thing. So the visual limits have to be smaller to prevent ugly deflection amounts in an additive sense. It will take an FM guru to adjust the numbers to make it pretty with no 'twitching'. But it's a facinating exercise...and fun to make happen. FastCargo
  3. Weapons testing...everything is in the right place now...lights work too. FastCargo
  4. Thanks Klavs81 for letting me contribute! FastCargo
  5. Klavs81, PM me...I have something methinks you'll like...A LOT. FastCargo
  6. Them's fightin words! FastCargo
  7. Well, only if you get OFF Phase 3. I think they'll still give you Phase 2 for the cost of a blank DVD and shipping... FastCargo
  8. Like this? FastCargo
  9. Ah okay, I see what you mean now! Now I'm curious if that would work...has anyone taken a close look at the static aircraft in WOI to see if they have seats? If so, then such a thing should work. Actually, you wouldn't even need an invisible pilot...just hide the extra pilot somewhere in the model where he wouldn't be seen. Or heck, find a weapon in the weapons directory that's REALLY small and make him the 'pilot' to hide... JimmyBib, that's a GREAT idea. FastCargo
  10. If you can build a pilot, building a weapon is no different. After you build your LOD, then look at the weapondata.ini entries and look for something similar to what you are building... Usually a fuel tank works well for 'dummy' weapons. Just read the entry, make a copy and tweak it for what you need. Also, make the weaponstation parameter 'NoJettisionTank' equal TRUE...so it never comes off... FastCargo
  11. My opinion is that it is not possible. I tried when building the 'canoe' for the F-111 to attach to the front gear doors. However, if you want to attach an object to a moving part, make it an external fuel tank instead and have it always load. Make sure the weaponstation has the MovingPylon (or RotatingPylon) entry as TRUE. FastCargo
  12. Wait, gunpods have animations? If so, that would be VERY interesting... I know some italian guys are playing around with the recoil values to make a pusedo JATO unit... FastCargo
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