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konyo

My aircraft wont fly?

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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.

Ohh ok, thankyou ill do that now :)

EDIT : Still tilts back, dont know what im doing wrong :/

Edited by konyo

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Ive now fixed the tilting back in the Geo lod, but now got trouble with getting the prop to spin. Ive followed this guide :

Although you can clearly see the rotor blur texture is there but the prop just wont spin?

Dose it need a model.cfg to make it spin? :confused:

Edited by konyo

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Dose it need a model.cfg to make it spin? :confused:

Yes, its an animated bit, so it either has to be defined in the model.cfg or mimic standard BIS definitions.

As you can never guarantee BIS definition inheritance, best to define it yourself in model.cfg

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Gnat;1772113']Yes' date=' its an animated bit, so it either has to be defined in the model.cfg or mimic standard BIS definitions.

As you can never guarantee BIS definition inheritance, best to define it yourself in model.cfg[/quote']

Ok thankyou. But i dont have a model.cfg file because when i go into O2 > Tools > Model Config Editor. It comes up 'Configuration file was not found. do you wish to create a new one?' So i press yes then it comes up with the following : 'Error: CreateSelectionList failed - skeleton definition not found in config'?

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A little more research would get all the answers you need.

I've never used O2 to make the file.

Simply open a txt file called model.cfg, in the directory with your P3D

Paste text like below example into the file.

Make sure you adjust the text to YOUR model.

In all Resolution LODs

- The face(s) containing the prop blur texture: Name it "vrtule blur"

- The actual prop itself (not the spinner): Name it "vrtule staticka"

- The whole prop, spinner and blur texture: Name those "vrtule0"

This method is a combination of custom model definition and inheriting standard functions.

In Memory LOD

- place 2 points to make axis of prop rotation. Name points "osavrtule0"

class CfgSkeletons 
{ 
  class Plane; //Inherit base class.
  class MY-PLANE-Bones: Plane
  {
isDiscrete=1;
skeletonInherit = "";
skeletonBones[]=
{
	"vrtule staticka","",
	"vrtule0",""
};
  };
};


class cfgModels
{
class Plane; //Inherit base class.
class FILE-NAME-OF-MY-P3D: Plane
{
	skeletonName = "MY-PLANE-Bones";
	sectionsInherit="";
	sections[]=
	{
		"vrtule staticka","vrtule blur","clan","clan_sign","zbytek"

	};
class Animations
	{
		class Prop
		{
			type = "rotation";
			source = "rotor";
			selection = "vrtule0";
			axis = "osavrtule0";
			angle0 = 0;
			angle1 = 2 * 3.1415;
		};
	};
};
};

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Gnat;1772412']A little more research would get all the answers you need.

I've never used O2 to make the file.

Simply open a txt file called model.cfg' date=' in the directory with your P3D

Paste text like below example into the file.

Make sure you adjust the text to YOUR model.

In all Resolution LODs

- The face(s) containing the prop blur texture: Name it "vrtule blur"

- The actual prop itself (not the spinner): Name it "vrtule staticka"

- The whole prop, spinner and blur texture: Name those "vrtule0"

This method is a combination of custom model definition and inheriting standard functions.

In Memory LOD

- place 2 points to make axis of prop rotation. Name points "osavrtule0"[/quote']

Ok thankyou. Ive made a model.cfg file and got it in game. It works but i havnt got the blades spinning. I can see the axis spinning but not the blades. So ill re do it all again and have a play around with the model.cfg and see if i can get it working.

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Still cant get the prop spinning, I can only get the circle in between the 2 props spinning and that’s about it. Another thing that’s quiet good and quiet bad is that when im flying in game with it. It sometimes don’t respond to my controls. Im not sure if this is because it's got a parachute on it and its still got its parachute effect, but I think the wind is catching it and drifting it off course? But im not sure if that is good or bad :confused:

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Still cant get the prop spinning, I can only get the circle in between the 2 props spinning and that’s about it. Another thing that’s quiet good and quiet bad is that when im flying in game with it. It sometimes don’t respond to my controls. Im not sure if this is because it's got a parachute on it and its still got its parachute effect, but I think the wind is catching it and drifting it off course? But im not sure if that is good or bad :confused:

Thats probably a problem with your skeleton then.

Check your PMs

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Ok that problem is solved with the prop spinning thanks to Rock :)

Now ive made a View Pilot lod but when i go in game the head isant sitting on top of the body, heres a picture showing what i mean - Here!

As you can see by the red circle the head isant sitting ontop of the body :confused: Heres my pilot view config.

[b][color="Red"]class Plane {class ViewPilot;};[/color][/b]
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 = "UH60_Pilot";
	[b][color="Red"]getInAction = "GetInLow";[/color][/b]	
        maxSpeed = 70;    // max speed on level road, km/h
	nameSound = "plane";
	soundEngine[] = {"\kyo_microlight\Sound\camel1.wss", 5.62341, 1.8};
	armor = 10;
	transportSoldier = 0;
	flapsFrictionCoef = 0;
	gearRetracting = false;
	cost = 500;
	[b][color="red"]class ViewPilot : ViewPilot {
		initFov = 1;
		minFov = 0.3;
		maxFov = 1.2;
		initAngleX = 25;
		minAngleX = -65;
		maxAngleX = 80;
		initAngleY = 0;
		minAngleY = -155;
		maxAngleY = 155;[/color][/b]		};

All the writing in the red is my View pilot but is the destination right? Ive been playing with the initFov's etc and that clearly dont work, just makes the map smaller sort of thing :/ Whats happening here? Sorry to be a pain again :(

Edited by konyo

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Pretty sure I remember this being a problem forever, no fix.

Its likely because your over-extending the players view. Game / head proxy setup not designed for this.

Example for the BIS Parachute. Values are LESS than yours.

	class ViewOptics: ViewOptics
	{
		initAngleX = 0;
		minAngleX = -40;
		maxAngleX = 17;
		initAngleY = 0;
		minAngleY = -100;
		maxAngleY = 100;
		initFov = 0.5;
		minFov = 0.3;
		maxFov = 1.2;
	};

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Gnat;1780823']Pretty sure I remember this being a problem forever' date=' no fix.

Its likely because your [u']over-extending[/u] the players view. Game / head proxy setup not designed for this.

Example for the BIS Parachute. Values are LESS than yours.

	class ViewOptics: ViewOptics
	{
		initAngleX = 0;
		minAngleX = -40;
		maxAngleX = 17;
		initAngleY = 0;
		minAngleY = -100;
		maxAngleY = 100;
		initFov = 0.5;
		minFov = 0.3;
		maxFov = 1.2;
	};

Ahh ok awesome, works fine. Thank you for that :) but 1 last problem before i release it :rolleyes: When im flying it, it sometimes stops responding to my controls and just glides off like a normal parachute would? & It also very sensitive on the controls, would could i calm this down? Then also when im starting to take of and i press A or D to turn it, it crashes out of control and blows up :confused:?

Those are my last problems :p Thanks for all your support for putting up with me :D Great community.

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When im flying it, it sometimes stops responding to my controls and just glides off like a normal parachute would? & It also very sensitive on the controls, would could i calm this down? Then also when im starting to take of and i press A or D to turn it, it crashes out of control and blows up :confused:?

Arh, so like most real ultra-lights then? :D

My guess, your model flys slowly and is very light. Its probably stalling very easy and as a result, falls from the sky.

Tough one. You might only be able to fix, just a bit, by messing with the Envelope parameters.

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Gnat;1780987']Arh' date=' so like most real ultra-lights then? :D

My guess, your model flys slowly and is very light. Its probably stalling very easy and as a result, falls from the sky.

Tough one. You might only be able to fix, just a bit, by messing with the Envelope parameters.[/quote']

Yeah cant work out if its good or bad thing really, but you need control over the microlight so i guess its not good in this situation :( Ill try setting the speed up on the model a bit then. Should i add more weight in the Geo LOD to see if that improves it either? Or will that not make a difference? Also saying what you said it falls out the sky reminded me of the problem, when you set it as flying it starts flying too fast and spins out of control and hits the ground? :confused:

Whats the Envelope parameters though?

EDIT: Ive raised the speed in the config from 70 to 120, and it flys fine none of this stalling situation. But very very sensitive controls :/

Edited by konyo

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Have you played with these parameters

	aileronSensitivity = 1.0;
	elevatorSensitivity = 1.1;
               wheelSteeringSensitivity = 4.2;

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Added that into the config and changed the numbers a little and its much better, still need a little tweaking. But still when you get over a speed of 100 is wobbles from side to side while flying? Also dose this when you turn it on the ground? :/

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Any idea's at all? :confused:

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i would guess that is a weight issue, which you can fix by further messing with the selections in O2 (doing it the way myke described fr instance)

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You model is probably not very "long" is it?

So it has no stability in that axis because theres so little weight in length-way axis.

As some one mentioned eariler, you can add some "fake" weight geometry.

Suggest addon a 0.5m box ~4 meters forward of the pilot and another ~4m aft of the pilot.

Now give each box some weight (600kg?)

But DONT add them to the COMPONENTXX list

If you do, then it will join the Collision Detection list. You dont want that.

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Gnat;1783116']You model is probably not very "long" is it?

So it has no stability in that axis because theres so little weight in length-way axis.

As some one mentioned eariler' date=' you can add some "fake" weight geometry.

Suggest addon a 0.5m box ~4 meters forward of the pilot and another ~4m aft of the pilot.

Now give each box some weight (600kg?)

But DONT add them to the COMPONENTXX list

If you do, then it will join the Collision Detection list. You dont want that.[/quote']

No my model wasnt very long at all lol. Thanks for your help ive put some fake weights in, played around with where i placed them and then played around with the aileron sensitivity, and it flys great now :) Brilliant. That was my last problem.. :D Phew! :P

Thanks for your help Gnat for this problem. Great help :rolleyes:

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Me again. Ive release the microlight and its all good, but im trying to add 3 grenades to a military version of it, but its not working so good.

Heres the weapons in my config :

class cfgWeapons {
class RocketPods;	// External class reference
class CamelGrenades : RocketPods {
	scope = protected;
	displayName = $STR_DN_GRENADE;
	cursorAim = "\ca\Weapons\Data\clear_empty";
	cursor = "Vehicle_Grenade_W";
	cursorSize = 1;
	autoFire = false;
	sound[] = {"", db20, 1};
	magazines[] = {"6Rnd_Grenade_Camel"};
	reloadTime = 3;
	magazineReloadTime = 0.1;
	dispersion = 0.015;
	minRange = 1;
	minRangeProbab = 0.8;
	midRange = 50;
	midRangeProbab = 0.7;
	maxRange = 150;
	maxRangeProbab = 0.1;
	autoReload = true;
	canLock = LockNo;
};
};
class CfgMagazines {

class Default;

class CA_Magazine: Default {};

class VehicleMagazine: CA_Magazine {};

class 6Rnd_Grenade_Camel: VehicleMagazine {
scope = 2;
displayName = "Grenade";
ammo = "G_Camel_HE";
count = 3;
initSpeed = 3;
maxLeadSpeed = 200;
nameSound = "grenade";
};
};

Anyone know whys its not happening?

Thanks in advance, konyo

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As "6Rnd_Grenade_Camel" and "CamelGrenades" are already defined by BIS, you cant redefine again with your own changes.

If you want 6 rounds changed to 3 rounds, then you do have to change.

class CfgMagazines {
class 6Rnd_Grenade_Camel;
class 3Rnd_Grenade_Camel: 6Rnd_Grenade_Camel {
count = 3;
};
};

And you have to redo the weapon so it can use the different magazine.

class cfgWeapons {
class CamelGrenades;
class CamelGrenades2: CamelGrenades
{
	magazines[] = {"6Rnd_Grenade_Camel","3Rnd_Grenade_Camel"};
};
};

Then in CFGVehicle you need;

	weapons[]={"CamelGrenades2"};
	magazines[]={"3Rnd_Grenade_Camel"};

It would have been much easier to use just the standard 6 rounds ;)

Total code change would have been;

	weapons[]={"CamelGrenades"};
	magazines[]={"6Rnd_Grenade_Camel"};

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Gnat;1785310']As "6Rnd_Grenade_Camel" and "CamelGrenades" are already defined by BIS' date=' you cant redefine again with your own changes.

If you want 6 rounds changed to 3 rounds, then you do have to change.

class CfgMagazines {
class 6Rnd_Grenade_Camel;
class 3Rnd_Grenade_Camel: 6Rnd_Grenade_Camel {
count = 3;
};
};

And you have to redo the weapon so it can use the different magazine.

class cfgWeapons {
class CamelGrenades;
class CamelGrenades2: CamelGrenades
{
	magazines[] = {"6Rnd_Grenade_Camel","3Rnd_Grenade_Camel"};
};
};

Then in CFGVehicle you need;

	weapons[]={"CamelGrenades2"};
	magazines[]={"3Rnd_Grenade_Camel"};

It would have been much easier to use just the standard 6 rounds ;)

Total code change would have been;

	weapons[]={"CamelGrenades"};
	magazines[]={"6Rnd_Grenade_Camel"};

[/quote']

Ooooah ok thank you for that. Debating weather to have 6 or 3 grenades.. hmmm lol :dance1:

Edited by konyo

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2 last things, promis :p I have no way of stopping the microlight after its landed? It just keeps gliding untill it hits something or it slowly stops in the end, even when you hold decrease thrust down it still dont do anything? It has no flaps neither? So any idea's on how to get it too stop?

Also while im on it. When the microlight blows up how can i get it to change to a different p3d file which is wreck file, ive tryed doing the following

class eventhandlers {
	killed = "_this exec ""\kyo_microlight\kyo_microlightD.p3d""";

But it dont do anything..?

Any idea's?

Thank you in advance :)

Edited by konyo

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You have any "LandContact" lod points defined?

I know it doesnt have landing gear, but it still needs some points to "sit on" and "land" I'd think.

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