konyo 14 Posted September 26, 2010 Hi all. Im currently making my 1st Aircraft addon from scratch (No where near as easy as a static object) ;) lol. Anyway ive modelled it in O2 and textured it etc. But when i put it in game the proper spins, but spins the anti-clock ways and in the wrong formatio. Easily solved that one i think but the main problem is that it doesn’t even move so i cant get it to take off. This is the only major problem thats causing me to stop because without this craft flying i cant advance into details in the config file. So dose anyone know the soloution to this problem? Thanks in advance konyo Share this post Link to post Share on other sites
JDog 11 Posted September 26, 2010 Never tried a plane but probably would help others to help you if you posted your config. Share this post Link to post Share on other sites
konyo 14 Posted September 26, 2010 (edited) Never tried a plane but probably would help others to help you if you posted your config. Yeah very very complicated to understand lol :confused: & yeah would be a good idea to post my config hehe. So here it is. [// Config written by 'konyo' // 15:52 22/09/2010 #define private 0 #define protected 1 #define public 2 class CfgPatches { class kyo_microlight { units[] = {}; weapons[] = {}; requiredAddons[] = {}; }; }; class CfgFactionClasses { class USMC { displayName = "USMC"; priority = 0; side = 1; }; }; class cfgVehicles { class Plane; class kyo_microlight : Plane { scope = public; model = "\kyo_microlight\kyo_microlight.p3d"; displayName = "Microlight (350cc)"; faction = "USMC"; vehicleClass = "Air"; side = 1; crew = "RU_Pilot"; DriverAction = "AH1Z_Gunner"; maxSpeed = 70; // max speed on level road, km/h nameSound = "plane"; armor = 10; transportSoldier = 0; flapsFrictionCoef = 0; gearRetracting = false; cost = 500; class ViewPilot { initFov = 1; minFov = 0.3; maxFov = 1.2; initAngleX = 25; minAngleX = -65; maxAngleX = 80; initAngleY = 0; minAngleY = -155; maxAngleY = 155; }; class Library { libTextDesc = "A 350cc Microlight Aircraft. (Aka - Powered Paragliding) It's just a parachute where the pilot wears a Paramotor on his or her's back, these usually range from 80cc to 350cc. Powered paragliders usually fly between speeds of 15 and 45 mph (25 and 70 km/h) and at altitudes of 'foot-dragging in the grass' or up to 18,000 ft (5400 m)"; }; }; }; Thats my whole config so far from start to finish. Also on another note i tryed loading the model with the A319 addon config etc. And it dose the same with that and still dosn't move. Any idea's? Edited September 26, 2010 by konyo Share this post Link to post Share on other sites
orson 0 Posted September 26, 2010 Perhaps the model itself is incomplete ? Named selections ...things like wheels etc , LOD's ... land contact , geometry. If this is your fist try at a flying addon did you compare things with a similar BIS mlod . Share this post Link to post Share on other sites
konyo 14 Posted September 27, 2010 (edited) Ive been looking at a few other addons and looking at how they been built up, but havnt yet looked at BIS Mlods so will look at that later and re do all the Lods again. And my aircraft dosnt have wheels? In real life the pilot runs a few steps to get air. So what would i do about the wheels? Edit : Ive re-done the loads (Geo lod, LandContact, Fire Geo, & View Pilot) but it's still not working. Also when i go into tools in O2, then Model Config Editor i get error saying 'Error: CreateSelectionList failed - skeleton definition not found in config'? Would that be why its not flying? Edited September 27, 2010 by konyo Share this post Link to post Share on other sites
orson 0 Posted September 27, 2010 Hya , hmmm yep the wheels ..i suppose fake some if you need to ? does it fly if you start it as flying in the editor ? Share this post Link to post Share on other sites
konyo 14 Posted September 27, 2010 Hya , hmmm yep the wheels ..i suppose fake some if you need to ?does it fly if you start it as flying in the editor ? Ok ill add some dubed wheels then lol :) And yeah it flys, but in a straight line and it keeps at the same altitude all the time. Share this post Link to post Share on other sites
rksl-rock 1301 Posted September 30, 2010 (edited) Little check list for you: Have you got component names in the named selections?If no. From the menu, Structure > Convexity > Component convex hull. [*]Do you have Mass on the model? If no, Select all and add your mass. [*]If so are the mass identifiers clearly visible on the vertices? If no, then repeat above making sure you press the Apply button. Convexity of geo parts is critical so make sure each box in the geo lod is nice and simple, closed and does not have faces layered over one another. Edited September 30, 2010 by RKSL-Rock Share this post Link to post Share on other sites
konyo 14 Posted September 30, 2010 (edited) Little check list for you: Have you got component names in the named selections?If no. From the menu, Structure > Convexity > Component convex hull. [*]Do you have Mass on the model? If no, Select all and add your mass. [*]If so are the mass identifiers clearly visible on the vertices? If no, then repeat above making sure you press the Apply button. Convexity of geo parts is critical so make sure each box in the geo lod is nice and simple, closed and does not have faces layered over one another. Thanks for your help Rock, tryed these things you have said but with the 1st question when i select 'Component convex hull'. It just freezes my computer and i have to end up doing control, alt + tab to end the task. Is that different to 'Find Components' then? And as with the 2nd question for adding mass, when i select the whole model in the '0.000' lod the mass isant avaliable, even when i press 'Alt + M' Would it be because its selecting proxys aswell? Also when i go onto 'Tools' > 'Model Config Editor' i get a error message saying Error: CreateSelectionList failed - skeleton definition not found in config Sorry if im being newby on this subject :o Edited September 30, 2010 by konyo Share this post Link to post Share on other sites
scars09 9 Posted September 30, 2010 the freeze is cause your geometry model is to detailed, o2 doesnt manage to convex it. mass can only be added in geometry lod, the model in the geometry should be as simple as possible, for a plane as first try 2 boxes would be enough, one for the body one for the wings, roughly the shape as the original model. dont forget to convex it (shouldn´t freeze then, since the modelshape is simple) and add the mass. in selection list must be entries named component01, component02 and so on, as mentioned above. then give it a try.it should at least start to move then. Share this post Link to post Share on other sites
konyo 14 Posted September 30, 2010 the freeze is cause your geometry model is to detailed, o2 doesnt manage to convex it.mass can only be added in geometry lod, the model in the geometry should be as simple as possible, for a plane as first try 2 boxes would be enough, one for the body one for the wings, roughly the shape as the original model. dont forget to convex it (shouldn´t freeze then, since the modelshape is simple) and add the mass. in selection list must be entries named component01, component02 and so on, as mentioned above. then give it a try.it should at least start to move then. Ok, yeh i copyed the whole model from 0,000 lod and pasted it in the Geo lod, ill change it for a box tomorrow then and give all that info a try, cant try it now as just got back im from work and got early start tomorrow. So ill post another try when ive done it. Share this post Link to post Share on other sites
rksl-rock 1301 Posted September 30, 2010 the freeze is cause your geometry model is to detailed, o2 doesnt manage to convex it.mass can only be added in geometry lod, the model in the geometry should be as simple as possible, for a plane as first try 2 boxes would be enough, one for the body one for the wings, roughly the shape as the original model. dont forget to convex it (shouldn´t freeze then, since the modelshape is simple) and add the mass. in selection list must be entries named component01, component02 and so on, as mentioned above. then give it a try.it should at least start to move then. ^ What he said! :D Share this post Link to post Share on other sites
rksl-rock 1301 Posted October 1, 2010 Ok, yeh i copyed the whole model from 0,000 lod and pasted it in the Geo lod, ill change it for a box tomorrow then and give all that info a try, cant try it now as just got back im from work and got early start tomorrow. So ill post another try when ive done it. Oh god no. You cant copy the first lod and expect it to work. The geo lod needs to be made up from simple block shapes. Anything too complex and the engine wont be able to deal with it. Think of it liek a lego version of the model. you just need its basic form and no part should be much less than 0.2m thick. Less than that and the geometry may not work properly. I'd suggest you look at the A1 sample models. The A10 in particular is very easy to follow. Share this post Link to post Share on other sites
konyo 14 Posted October 1, 2010 the freeze is cause your geometry model is to detailed, o2 doesnt manage to convex it.mass can only be added in geometry lod, the model in the geometry should be as simple as possible, for a plane as first try 2 boxes would be enough, one for the body one for the wings, roughly the shape as the original model. dont forget to convex it (shouldn´t freeze then, since the modelshape is simple) and add the mass. in selection list must be entries named component01, component02 and so on, as mentioned above. then give it a try.it should at least start to move then. Ok, ive deleted the old Geo Lod, and just put 3 boxes over my model for now, heres what it looks like. Ive then convexed it again but its still freezing for me on this step :confused: Dose the Geo Lod look ok, any idea's on why its still freezing? Ive also added '300' mass to it? Would you think it be ok for this type of Aircraft? And i have named components too :) Oh god no. You cant copy the first lod and expect it to work. The geo lod needs to be made up from simple block shapes. Anything too complex and the engine wont be able to deal with it. Think of it liek a lego version of the model. you just need its basic form and no part should be much less than 0.2m thick. Less than that and the geometry may not work properly.I'd suggest you look at the A1 sample models. The A10 in particular is very easy to follow. Ive looked at the A10 Goe Lod too, it seems that the shapes wrap right around the model? Would that be why its giving me error because mine is just a box? Share this post Link to post Share on other sites
JDog 11 Posted October 1, 2010 Honestly if you made it with just plain boxes I don't think you even have to check for non-convexities cuz you shouldn't have any. When I work the Geo I make sure I make it with just boxes then all I do is just Find Components pretty much. And yes I think your Geo LOD looks ok, here's the geometry for my island, so you can see its supposed to be very simple. Disclaimer: I'm also a noob so don't take anything I say as fact :D Share this post Link to post Share on other sites
konyo 14 Posted October 1, 2010 (edited) Honestly if you made it with just plain boxes I don't think you even have to check for non-convexities cuz you shouldn't have any. When I work the Geo I make sure I make it with just boxes then all I do is just Find Components pretty much. And yes I think your Geo LOD looks ok, here's the geometry for my island, so you can see its supposed to be very simple.Disclaimer: I'm also a noob so don't take anything I say as fact :D Ohh ok thanks for showing your Geo Lod mate. Hmm if it dont need convexitites then why is it freezing my comp :/ ahh all so confusing :confused: Its looks pretty simple from your Geo Lod, ill play around with mine some more tomorrow, but will mine do for now then you think while i do the testing? And then ill improve it before release. Edited October 1, 2010 by konyo Share this post Link to post Share on other sites
abs 2 Posted October 1, 2010 I'd recommend reading these just to make sure you have your basics covered. http://ofp.gamepark.cz/_hosted/brsseb/tutorials.htm Abs Share this post Link to post Share on other sites
konyo 14 Posted October 2, 2010 (edited) I'd recommend reading these just to make sure you have your basics covered.http://ofp.gamepark.cz/_hosted/brsseb/tutorials.htm Abs Ohh cool, thanks this shows lots of info that i didnt know about the model. Ill have to start right from the begining upwards again :/ Thanks for the info :) EDIT : Following that guide my aircraft now flys, but i dont have the right mass for it so it tilts back when moving, like this for example. So what mass should you think will be ok to make it stop doing this? Edited October 2, 2010 by konyo Share this post Link to post Share on other sites
liquidpinky 11 Posted October 4, 2010 Ohh cool, thanks this shows lots of info that i didnt know about the model. Ill have to start right from the begining upwards again :/ Thanks for the info :)EDIT : Following that guide my aircraft now flys, but i dont have the right mass for it so it tilts back when moving, like this for example. So what mass should you think will be ok to make it stop doing this? Your axis should be the roughly the centre of the chute and not the motor/seat, aircraft always respond better when there axis is on the wing or area of lift as this is their proper in flight centre of gravity. The pilot and engine are suspended from the wing and not the other way about. You will find this will improve how the vehicle also handles and looks when flying. Share this post Link to post Share on other sites
konyo 14 Posted October 4, 2010 Your axis should be the roughly the centre of the chute and not the motor/seat, aircraft always respond better when there axis is on the wing or area of lift as this is their proper in flight centre of gravity. The pilot and engine are suspended from the wing and not the other way about.You will find this will improve how the vehicle also handles and looks when flying. Just tryed putting the axis in the centre of the chute, and it still tilts back wards and also the whole model is under the map. Share this post Link to post Share on other sites
konyo 14 Posted October 6, 2010 Any idea's anyone? Sorry for double post :o Share this post Link to post Share on other sites
orson 0 Posted October 6, 2010 Hya Konyo , well with Rock and Scars helping you should get flying in no time :) for now you could try playing with the mass to get the tilting sorted , try to only assign mass to the lower box that represents the chair and pilot , after all the chute wont have much mass . Does the model have the correct LOD's now ? The model under the map sounds like no land contact LOD . Share this post Link to post Share on other sites
rksl-rock 1301 Posted October 7, 2010 Just tryed putting the axis in the centre of the chute, and it still tilts back wards... Its going to be a trial and error thing. Your model shape isnt exaclty conventional so i suggest you try moving the CofG axis to different positions to see which works best. When i get my main PC working this weekend i'll see if i can mock something up for you. also the whole model is under the map. Add land contact points. There is a special LoD for it. Just create the lod and add 2-3 vertices at the back edge of your chute and a couple more under the pilot's feet. Share this post Link to post Share on other sites
konyo 14 Posted October 7, 2010 Hya Konyo , well with Rock and Scars helping you should get flying in no time :)for now you could try playing with the mass to get the tilting sorted , try to only assign mass to the lower box that represents the chair and pilot , after all the chute wont have much mass . Does the model have the correct LOD's now ? The model under the map sounds like no land contact LOD . Yeah should do with there expert help :) Ok ill have a play with the mass while only assigning it to the lower box of the Geo Lod to see how it goes, and i tried moving the 0,000 lod under the axis but soon realised that didn’t work either, so put it back on the axis with its land contact points on the surface :). Its going to be a trial and error thing. Your model shape isnt exaclty conventional so i suggest you try moving the CofG axis to different positions to see which works best.When i get my main PC working this weekend i'll see if i can mock something up for you. Add land contact points. There is a special LoD for it. Just create the lod and add 2-3 vertices at the back edge of your chute and a couple more under the pilot's feet. Yeh going to be a few testing and seeing jobs :o And whats the CofG axis? :confused: is it the main axis that goes over the grid? Ive got landcontact lod, but not on the back edge of my chute, but ill add a few on now then :D and Thanks for mocking something up Rock when you can Share this post Link to post Share on other sites
rksl-rock 1301 Posted October 7, 2010 Yeh going to be a few testing and seeing jobs :o And whats the CofG axis? :confused: is it the main axis that goes over the grid? Ive got landcontact lod, but not on the back edge of my chute, but ill add a few on now then :D and Thanks for mocking something up Rock when you can CofG = Center of Gravity. In the geometry lod its represented by a blue X. The 'local' CofG for the current selection is shown as a solid blue circle. Share this post Link to post Share on other sites