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Posted: 02 Jun 2007, 10:08
by aerogator
How about XML rotating body solution, Jake?
That's what I was referring to when I asked for help on the take-off 'attitude'. :) Still a ways to go before I need that, however.

Posted: 02 Jun 2007, 14:33
by RipPipPip
So not a biggie problem there, just attach all parts to a dummy, let's say "anim_body", part and we will get there. You may skip any ground stuff (if you'll have it) however.
I'm sure the finished effect will be a*&% kicking (the first time for AI, for FS Buff and so on) :P

Posted: 06 Jun 2007, 21:18
by aerogator
OK guys, I think I'm ready to try something really crazy (for me). :shock:

How do I do take-off flaps, and, can it taxi out with flaps extended? I know all of this has been covered before, but I can't find it. :oops:

Mike, I just redid a bunch of stuff, so I'm sending you the latest model.


edit: OK, I just saw Pascal's post in the XML forum and askd the same question there. Any help would be appreciated.

Thanks

Posted: 14 Sep 2007, 16:34
by VulcanDriver
What's the current sitrep on the BUFF. I've been looking at Barksdale and it really needs some true AI action there.

John

Posted: 17 Sep 2007, 15:26
by aerogator
Hey John, sorry for the delayed reply. The BUFF is still about where the last pic above shows it. I have, however been looking at ways to take care of the wing flexing problem. I have searched everywhere and can't find any info on flexing wings but I know its been done. I see it as being a huge problem though with all of the flaps and spoilers that would have to move too, I guess :? . What I would like to do is just have one wing position, but I need some feedback on this or some help on the flexing wings. As you know, it is very noticable on the BUFF.

Any help or feedback appreciated! :D Thanks

Posted: 17 Sep 2007, 17:02
by VulcanDriver
I've seen it on flyable BUFFs but not on any AI versions including the AlphaSim version. IMHO I don't think the wing flexing is necesary on an AI version, but that's just me :D

John

Posted: 17 Sep 2007, 17:42
by aerogator
That's becoming my opinion as well, so in that case, what amount of droop or dihedral would you recommend?

Posted: 17 Sep 2007, 18:13
by Cliffie2025
I would agree that it is probably unnecessary for AI

Posted: 17 Sep 2007, 19:37
by VulcanDriver
aerogator wrote:That's becoming my opinion as well, so in that case, what amount of droop or dihedral would you recommend?
As long as the wing tip wheels touch the ground that would work for me.

The AlphaSim AI BUFF does not corner on taxi without smoking its tyres and takes off like a fighter! Their flyable one has the correct 'flat' attitude at take off. Now if you could recreate that it would be a winner as AFAIK no AI BUFF takes off correctly :D

John

Posted: 18 Sep 2007, 23:18
by ronniegj
Don't know if you saw this, but might be of interest if not.
http://www.fsdeveloper.com/forum/showthread.php?t=5423

Ron

Posted: 17 Oct 2007, 17:10
by aerogator
Update on the B-52.

Wing flex done thanks to help from Dark Morela. Here's a pic. Might need to accentuate it just a tad. Hard to tell with all that sweep, but compare to previous pics.

Now if we can get the take-off attitude right... :?

Posted: 17 Oct 2007, 17:56
by VulcanDriver
If I was you I'd use the AlphaSim flyable B-52 config as a start as that takes off just like the real thing.

BTW can't wait to get my sticky little fingers on this baby!

John

Posted: 17 Oct 2007, 20:38
by aerogator
Hey John, thanks for the heads up, but I don't have that model. I also think that there is probably something in the actual model along with some xml coding that allows this. Weescotty has suggested a method for doing this but I don't know what it is and have not been able to find the thread. Its probably similar to the way we did the wings with a dummy part that moves with xml coding. Like some way to allow the a/c to rotate around an invisible part. When the part rotates on take-off, the a/c would rotate in the opposite direction so as to keep level or slightly nose-down.

Kev if you're out there and care to comment, I would appreciate it. :D

Thanks,

edit: Actually I think it was Rysiek who mentioned this early on in this thread, but I believe Kev knows how to do it also. I could probably figure out how to do the actual model, but I couldn't write the code. :D

Posted: 18 Oct 2007, 02:05
by Dark Morelia
Glad to see the wings are working, Jake ! :D
Never having seen one take off or land, what kind of attitude are we talking ?
I looked through all the videos i could find on youtube, and it didn't look all that unusual.
I think it might be possible to do it with the FDE, but I'm not sure.

Posted: 18 Oct 2007, 06:02
by VulcanDriver
The BUFF takes off flat (no nose up attitude) and flies with her nose slightly down so the tail is higher than the nose.

HTH

John

Posted: 18 Oct 2007, 16:22
by Weescotty
aerogator wrote:Hey John, thanks for the heads up, but I don't have that model. I also think that there is probably something in the actual model along with some xml coding that allows this. Weescotty has suggested a method for doing this but I don't know what it is and have not been able to find the thread. Its probably similar to the way we did the wings with a dummy part that moves with xml coding. Like some way to allow the a/c to rotate around an invisible part. When the part rotates on take-off, the a/c would rotate in the opposite direction so as to keep level or slightly nose-down.

Kev if you're out there and care to comment, I would appreciate it. :D

Thanks,

edit: Actually I think it was Rysiek who mentioned this early on in this thread, but I believe Kev knows how to do it also. I could probably figure out how to do the actual model, but I couldn't write the code. :D
Done by having an invisible parent poly for the fuselage.
EVERYTHING is then made a child of something else.

i.e.
Main parent poly
\_Fuselage-----Gear------Tailplanes
.\_Wings-------Engines

Then use XML to rotate the main parent poly.

Kev

Posted: 29 Oct 2007, 21:10
by VulcanDriver
How's this baby coming along. I'm desperate for an AI BUFF that's doesn't kill the FPS!

John

Posted: 17 Mar 2008, 20:41
by djnocturnal
VulcanDriver wrote:How's this baby coming along. I'm desperate for an AI BUFF that's doesn't kill the FPS!

John
any new news?
I don't care when it gets released just curious if its still on the table...i'm itching to delete my alphasim ai buffs :)

Posted: 18 Mar 2008, 18:58
by aerogator
Well, here's the deal: As with most modelers when they run into a problem they can't readily solve, except maybe Nick 8), I put it aside to work on something else hoping that in the meantime someone would solve the problem for me or it would solve itself :lol: and that hasn't happened.

I definitely plan to finish it; I just have a mental block on it right now :? There are several issues like the takeoff attitude for example that I have to get my head around.

Posted: 18 Mar 2008, 21:13
by djnocturnal
hey, no rush at all, i was just hoping n one gave up on it yet:)
take your time it will come along eventually for you i'm sure!