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Landing gear and propeller

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Hello guys,

Can some one help me in a step by step guide on how to make my land gear and propeller work on my monomotor plan. It has one landing gear on the front that should folder back, and two land gear under the wings that should folder toward the middle of the plane (to the side). Anyways i try to follow some steps on the brsseb'z tutorial but i m not getting the raise landing gear option. Thank you guys!

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Resolution LODS

Name each gear (but not the wheel) "P1", "P2" & "P3" (e.g. P1 is middle, P2 is Left, P3 is right)

Name each wheel (only wheel) "wheel_1", "wheel_2" & "wheel_3"

LandContact LOD

Place 3 points, each at the location where the wheel touches the ground.

Name each point "P1", "P2" & "P3" also

Memory LOD

At the rotational axis of each wheel place two points (about the width of the wheel apart).

Name each of these pairs of points, "axis_wheel_1", "axis_wheel_2" & "axis_wheel_3" (i.e. highlight 2, then right click New in the Named Sections window)

At the rotational axis of each landing gear leg place two points (just a small distance apart).

Again name each of these in pairs, "axis_P1", "axis_P2" & "axis_P3"

FYI, to perfectly square up any added points, use the "P" key (Flatten Points) then select which direction you want to flatten/square-up from.

Now in your MODEL.CFG

class CfgSkeletons
{
class MyPlaneBones
{
	isDiscrete=1;
	skeletonInherit="";
	skeletonBones[]=
	{
		"P1","",
		"P2","",
		"P3","",
		"wheel_1","P1",
		"wheel_2","P2",
		"wheel_3","P3",

and further down in Class Animations;

		class Wheel1
		{
			type = "rotation";
			source = "wheel";
			selection = "wheel_1";
			axis = "axis_wheel_1";
			memory = 1;
			sourceAddress = "loop";
			minValue = 0.00;
			maxValue = 1.00;
			angle0 = "rad 0"; 
			angle1 = "rad +360";
		};
		class Wheel2: Wheel1
		{
			selection = "wheel_2";
			axis = "axis_wheel_2";
			angle0 = "rad 0"; 
			angle1 = "rad +360";
		};
		class Wheel3: Wheel1
		{
			selection = "wheel_3";
			axis = "axis_wheel_3";
			angle0 = "rad 0"; 
			angle1 = "rad +360";
		};
		class Gear1
		{
			type = "rotation";
			source = "gear";
			selection = "P1";
			axis = "axis_P1";
			minValue = 0.0;
			maxValue = 1.0;
			angle0 = "rad 0"; 
			angle1 = "rad +90";
		};
		class Gear2: Gear1
		{
			selection="P2";
			axis="axis_P2";
			angle0 = "rad 0"; 
			angle1 = "rad +90";
		};
		class Gear3: Gear1
		{
			selection="P3";
			axis="axis_P3";
			angle0 = "rad 0"; 
			angle1 = "rad +90";
		};

Notes:

- The "rad" used in "angle" is simply turning the number (in degrees) into radians

- If any wheel is turning the wrong way simply swap the "+" for a "-" in the animation angle definition

- If any gear is swinging the wrong direction simply swap the "+" for a "-" in the animation angle definition

- Adjust the "angle" definitions on the gear to determine how far it swings

- The gear animation time/duration is default set by the game, but can be adjusted if necessary

Edited by [APS]Gnat

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Thank you Gnat! i will try right now. So just one question. All those CZ words like osa this, prava that, does not apply anymore? Do i need to call the model.cfg through the config?

---------- Post added at 08:11 PM ---------- Previous post was at 07:20 PM ----------

Hey Gnat i just try it and for some estrange reason i still does not get the add action option to raise the landing gear.

.

---------- Post added at 08:22 PM ---------- Previous post was at 08:11 PM ----------

Hey Gnat i just try it and for some estrange reason i still does not get the add action option to raise the landing gear. At first i was getting a few error do to missing } but i fix that.

.

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The words can be anything you want. You only use the CZ words if you are trying to INHERIT the base BI definitions but that can mean you don't always see problems etc. this way you control and define.

No, no need to call the model.cfg, the file just needs to be in the same directory as your P3D

Action menu?

Try adding the parameter gearretracting=1; (think that's it, I'm mobile at the moment :) )

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Gnat;2451945']The words can be anything you want. You only use the CZ words if you are trying to INHERIT the base BI definitions but that can mean you don't always see problems etc. this way you control and define.

No' date=' no need to call the model.cfg, the file just needs to be in the same directory as your P3D

Action menu?

Try adding the parameter gearretracting=1; (think that's it, I'm mobile at the moment :) )[/quote']

Dang it you are good. That was it. Now i get the the option but no action. Dang it. i dont know. I will try again after i have the final product modeled. Do you think you could maybe take a look at it with me. Since this is my first addon. I am having lots of problem with the geometry LOD, the "MASS" and the typical animations. Let me know. Maybe an example would help. Do you know of any?

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Well the BIS Sample Models from the A1 days are good enough as aircraft samples.

But happy to assist directly once you are a little closer to the final model.

Patience and a habit of rechecking is the only way a working ArmA addon ever gets close to done. :D

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Gnat;2452111']Well the BIS Sample Models from the A1 days are good enough as aircraft samples.

But happy to assist directly once you are a little closer to the final model.

Patience and a habit of rechecking is the only way a working ArmA addon ever gets close to done. :D

Thank you Gnat. I will let you know as soon as I have it done. But do you maybe know why the landing gears would not work?

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But do you maybe know why the landing gears would not work?

Unfortunately can be many reasons.

Did you make the CfgModels class name (in model.cfg file, just before class Animations definition) EXACTLY the same as your P3D file?

Eg. in this example I44_Me262.p3d MUST be the name of the file.

....
....
class cfgModels
{
class I44_Me262
{
	skeletonName="I44_Me262Bones";
	sectionsInherit="";
	sections[]= {"skin1", "num1", "num2", "box", "vrtule staticka", "vrtule blur", "zasleh_cannon"};
	class Animations
	{
		class Canopy

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If you running latest Beta i saw some reports Wrong Action LandGear and andGearUp , it maybe engine base problem with beta

check your arma .rpt

thats if your model is good obviously , i put here incase you chase tail ;)

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Gnat;2452977']Unfortunately can be many reasons.

Did you make the CfgModels class name (in model.cfg file' date=' just before [i']class Animations[/i] definition) EXACTLY the same as your P3D file?

Eg. in this example I44_Me262.p3d MUST be the name of the file.

....
....
class cfgModels
{
class I44_Me262
{
	skeletonName="I44_Me262Bones";
	sectionsInherit="";
	sections[]= {"skin1", "num1", "num2", "box", "vrtule staticka", "vrtule blur", "zasleh_cannon"};
	class Animations
	{
		class Canopy

@ Gnat: Uhmm I dont think so. This is what i have so far. check it out! ;) Class sfgSkeleton is totaly different from class cfgmodels? Should the class cfgskeleton have the same name is the class cfg models or different? What should i do to correct the code below? Thank you Gnat.

class CfgSkeletons
{
   class A29_SuperTucano
   {
       isDiscrete=1;
       skeletonInherit="";
       skeletonBones[]=
	{
		"P1","",
		"P2","",
		"P3","",
		"wheel_1","P1",
		"wheel_2","P2",
		"wheel_3","P3",  
	};

	class Animations
	{
		class Wheel1
		{
			type = "rotation";
			source = "wheel";
			selection = "wheel_1";
			axis = "axis_wheel_1";
			memory = 1;
			sourceAddress = "loop";
			minValue = 0.00;
			maxValue = 1.00;
			angle0 = "rad 0"; 
			angle1 = "rad +360";
		};
		class Wheel2: Wheel1
		{
			selection = "wheel_2";
			axis = "axis_wheel_2";
			angle0 = "rad 0"; 
			angle1 = "rad +360";
		};
		class Wheel3: Wheel1
		{
			selection = "wheel_3";
			axis = "axis_wheel_3";
			angle0 = "rad 0"; 
			angle1 = "rad +360";
		};
		class Gear1
		{
			type = "rotation";
			source = "gear";
			selection = "P1";
			axis = "axis_P1";
			minValue = 0.0;
			maxValue = 1.0;
			angle0 = "rad 0"; 
			angle1 = "rad +90";
		};
		class Gear2: Gear1
		{
			selection="P2";
			axis="axis_P2";
			angle0 = "rad 0"; 
			angle1 = "rad +90";
		};
		class Gear3: Gear1
		{
			selection="P3";
			axis="axis_P3";
			angle0 = "rad 0"; 
			angle1 = "rad +90";
		};  

	};
};
};	

---------- Post added at 06:36 PM ---------- Previous post was at 06:35 PM ----------

If you running latest Beta i saw some reports Wrong Action LandGear and andGearUp , it maybe engine base problem with beta

check your arma .rpt

thats if your model is good obviously , i put here incase you chase tail ;)

LOL Thank you but i think the problems is between my monitor and chair. :D

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If thats your whole MODEL.CFG, then its incorrect.

class CfgSkeletons 
{
  class Plane;
   class A29_SuperTucanoSkeleton : Plane  // just you skeleton definition
   { 
       isDiscrete=1; 
       skeletonInherit="";
       skeletonBones[]= 
       { 
           "P1","", 
           "P2","", 
           "P3","", 
           "wheel_1","P1", 
           "wheel_2","P2", 
           "wheel_3","P3",   
       }; 
};
}; // ************* Close Skeleton
//************* Open Model
class CfgModels
{
class Plane;
class THE_NAME_OF_MY_P3D_FILE : Plane
{
	skeletonName = "A29_SuperTucanoSkeleton";
	sectionsInherit="";
	sections[] = {"skin","Prop","Prop_Blur"};
       class Animations
       {
           class Wheel1 
           { 
               type = "rotation"; 
               source = "wheel"; 
               selection = "wheel_1"; 
               axis = "axis_wheel_1"; 
               memory = 1; 
               sourceAddress = "loop"; 
               minValue = 0.00; 
               maxValue = 1.00; 
               angle0 = "rad 0";  
               angle1 = "rad +360"; 
           }; 
           class Wheel2: Wheel1 
           { 
               selection = "wheel_2"; 
               axis = "axis_wheel_2"; 
               angle0 = "rad 0";  
               angle1 = "rad +360"; 
           }; 
           class Wheel3: Wheel1 
           { 
               selection = "wheel_3"; 
               axis = "axis_wheel_3"; 
               angle0 = "rad 0";  
               angle1 = "rad +360"; 
           }; 
           class Gear1 
           { 
               type = "rotation"; 
               source = "gear"; 
               selection = "P1"; 
               axis = "axis_P1"; 
               minValue = 0.0; 
               maxValue = 1.0; 
               angle0 = "rad 0";  
               angle1 = "rad +90"; 
           }; 
           class Gear2: Gear1 
           { 
               selection="P2"; 
               axis="axis_P2"; 
               angle0 = "rad 0";  
               angle1 = "rad +90"; 
           }; 
           class Gear3: Gear1 
           { 
               selection="P3"; 
               axis="axis_P3"; 
               angle0 = "rad 0";  
               angle1 = "rad +90"; 
           };   
		class PropStatic
		{
			type = "rotation";
			source = "rotor";
			selection = "Prop";
			axis = "axis_Prop";
			angle0 = 0;
			angle1 = "rad +360";
		};
		class PropMoving
		{
			type = "rotation";
			source = "rotor";
			selection = "Prop_Blur";
			axis = "axis_Prop";
			angle0 = 0;
			angle1 = "rad +360";
		};
       }; 
   }; 
};

Also, add this to you Config.cpp

selectionRotorStill = "Prop";
selectionRotorMove = "Prop_Blur";

Your main propeller (in model) should be named "Prop"

Your propeller blur model should be called "Prop_Blur"

And 2 axis points in Memory LOD called "axis_prop"

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LOL yeahh that is my whole Model.cfg. :D Thank you Gnat, I will try it as soon as I get home. Do you know any good tutorial to make a propeller blur model?

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LOL yeahh that is my whole Model.cfg. :D Thank you Gnat, I will try it as soon as I get home. Do you know any good tutorial to make a propeller blur model?

Ok I thanks to you i got the land gear working! small bugs but i will address it later! Can you take a look at the config i m using and do some clean up. Do you think you could take a look at the config i m using, to do some clean up and also to put some observations like you did on the model.cfg? Thank you again gnat you rock! :D

I still stuck on the propeller.

Also my aircraft does not stay on the wheels when about to take off. For whatever reason the tail touchs the ground and aircraft is moving all over the place. What could it be weight distribution?

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Can you take a look at the config i m using and do some clean up. Do you think you could take a look at the config i m using, to do some clean up and also to put some observations like you did on the model.cfg?

Sure, post it here inside some PHP tags

I still stuck on the propeller.

I'm challenged on good Alpha textures like the normal prop blurs.

Suggest you open another thread and ask for specific help. Give them a normal texture with a prop in it. Good texture guys can do one for you in less than a minute !!

Also my aircraft does not stay on the wheels when about to take off. For whatever reason the tail touchs the ground and aircraft is moving all over the place. What could it be weight distribution?

Most likely. Whats total weight and is the little blue cross (center of all weight) near the middle?

Highlight all points in you GEO lod and post a picture from O2 here.

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Gnat;2454625']Sure' date=' post it here inside some PHP tags

I'm challenged on good Alpha textures like the normal prop blurs.

Suggest you open another thread and ask for specific help. Give them a normal texture with a prop in it. Good texture guys can do one for you in less than a minute !!

Most likely. Whats total weight and is the little blue cross (center of all weight) near the middle?

Highlight all points in you GEO lod and post a picture from O2 here.[/quote']

As you can see i got this from bis forum. :D Feel free to do any change to clean it up, please be so kind and do the remarks. That helps alots! :D

////////////////////////////////////////////////////////////////////
//DeRap: Produced from mikero's Dos Tools Dll version 4.05
//http://dev-heaven.net/projects/list_files/mikero-pbodll
////////////////////////////////////////////////////////////////////

#define _ARMA_

//Class hawk : config.bin{
class CfgPatches
{
class hawk
{
	units[] = {};
	weapons[] = {};
	requiredVersion = 1.0;
};
};
class CfgVehicles
{
class Air;
class Ship;
class Strategic;
class PlaneWreck;
class hawkwreck: PlaneWreck
{
	scope = 1;
	class Armory
	{
		disabled = 1;
	};
	model = "\A29_SuperTucano\A29_SuperTucano.p3d";
	typicalCargo[] = {};
	irTarget = 0;
	transportAmmo = 0;
	transportRepair = 0;
	transportFuel = 0;
	transportSoldier = 4;
	class Eventhandlers{};
};
class Plane: Air
{
	class NewTurret;
	class AnimationSources;
};
class hawk: Plane
{
	scope = 2;
	canFloat = 1;
	simulation = "airplane";
	model = "\A29_SuperTucano\A29_SuperTucano.p3d";
	displayName = "A29 Super Tucano";
	side = 3;
	faction = "CIV_F";
	transportSoldier = 1;
	crew = "C_man_1";
	driverAction = "Chopperlight_L_Static_H";
	cargoAction[] = {"Chopperlight_L_Static_H","Chopperlight_L_Static_H","Chopperlight_L_Static_H"};
	getInAction = "GetInLow";
	getOutAction = "GetOutLow";
	cargoGetInAction[] = {"GetOutLow"};
	cargoGetOutAction[] = {"GetOutLow"};
	Icon = "\A29_SuperTucano\lcs_icon.paa";
	picture = "\A29_SuperTucano\lcs_icon.paa";
	accuracy = 0.3;
	gearRetracting = 1;
	nameSound = "plane";
	damageEffect = "DamageSmokePlane";
	destrType = "DestructWreck";
	class Damage
	{
		tex[] = {};
		mat[] = {};
	};
	class Sounds
	{
		class Engine
		{
			sound[] = {};
			frequency = "(1-randomizer*0.05)*(thrust+0.5)*rpm";
			volume = "camPos*(thrust+0.5)";
		};
		class EngineIn
		{
			sound[] = {};
			frequency = "(1-randomizer*0.05)*(thrust+0.5)*rpm";
			volume = "(1-camPos)*thrust";
		};
	};
	insideSoundCoef = 0.6;
	landingSpeed = 180;
	maxSpeed = 590;
	armor = 30;
	ejectSpeed[] = {0,0,-0.6};
	flapsFrictionCoef = 3.5;
	wheelSteeringSensitivity = 0.7;
	cost = 20000;
	type = "VAir";
	threat[] = {0.1,1,0.7};
	aileronSensitivity = 0.5;
	elevatorSensitivity = 0.09;
	noseDownCoef = 2.01;
	landingAoa = "7*3.1415/180";
	envelope[] = {0,0.2,0.9,2.1,2.5,3.3,3.5,3.5,3.5,3.0,2.5,2.0};
	hiddenselections[] = {};
	hiddenSelectionsTextures[] = {};
	class AnimationSources: AnimationSources
	{
		class MvA1
		{
			source = "user";
			animPeriod = 0.1;
			initPhase = 0;
		};
		class MvA2
		{
			source = "user";
			animPeriod = 2.0;
			initPhase = 0;
		};
		class RPod
		{
			source = "user";
			animPeriod = 0.01;
			initPhase = 0;
		};
	};
	extCameraPosition[] = {0,4,-15};
	irTarget = 1;
	irScanRange = 2000;
	irScanGround = 1;
	weapons[] = {};
	magazines[] = {};
	class Exhausts
	{
		class Exhaust1
		{
			position = "exhaust1";
			direction = "exhaust_dir1";
			effect = "ExhaustEffectHTruck";
		};
	};
	class EventHandlers
	{
		init = "";
		engine = "";
};
};
};

What about flaps, airbreaks, elevator, Alieorum and rudder? I got stuck there now! :D Can i add exaust and landing gear suspetions?

Thank you

by the way here is the photo you ask

9416912189_979897964e.jpg

http://www.flickr.com/photos/99400793@N08/9416912189/

Edited by Odyseus

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To the rest of the guys, Please feel free to butt in! :D I still need flaps, airbreaks, elevator, Alieorum and rudder to work. If anyone can point me a good tutorial or walk through it would be great too! Thx

Edited by Odyseus

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Sorry Gnat. I don't mean to impose but do you think you could take a look at the config. thx! ;)

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