Konyak-2 0 Posted May 20, 2002 I just managed to finally get some time with O2, and my Antonov is now flying.  I would like to thank Kegetys for making his Hawk before anyone, as I learnt how to set up the LODs from that.  There are a number of points in the memory LOD that I don't know what do yet, and that may be part of my problem.  Problem one:  In take off, it is very delicate and will usually crumple and explode soon after reaching 150 kph. Problem two:  Once airborne, it will bank easily, very fast, but will still keep flying in a straight line mostly.  Very very gradual turn. Problem three:  AI can't taxi it, perhaps due to it's huge wheelbase  AI flies it nicely, but it has such a huge turn radius that he can't really go where I tell him to. It's mass is only around 4500 kgs as I wanted to be able to take off. I also made it´s top speed 500 and it´s accuracy 0.50. Don't know what the accuracy does. Here's a pic:  more pics in the Breathe Projects forum. Hope someone *coughkegetyscough* can help! Konyak Share this post Link to post Share on other sites
Antichrist 0 Posted May 20, 2002 Damn that looks pretty impressive!!!!! Share this post Link to post Share on other sites
PSC 0 Posted May 20, 2002 I did not create an aircraft addon yet. But after a short look into the vehicles.hpp I found this section at the A10 class: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">aileronSensitivity = 1; // relative aileron sensitivity elevatorSensitivity = 1; // relative elevator sensitivity noseDownCoef = 1; // how much goes nose down during turns landingAoa = 10*3.1415/180;<span id='postcolor'> Maybe you should experiment a bit with these values to solve your second problem. About the top speed: keep in mind that you cannot make it faster than original class models (in example 450 km/h at A10). Till later, PSC Share this post Link to post Share on other sites
Konyak-2 0 Posted May 20, 2002 PSC, unlike some, I don't have a comprehensive grasp of the CPP or the HPP files, (basically haven't looked at them:) ), but does that mean I don't define it's behaviour in the Memory LOD or the CPP for the model? If I need to alter some HPP files, am I not messing with original classes, or do I add a brand new class? I just wonder because I copied the memory LOD from Keg's hawk, and moved the entry points for the pilot and crew, but the rest is as is. I thought it'd fly the same because of that. That is the only thing I copied blindly, but the geometry LOD is completely different, and it's weight balance. Could that be it? Konyak Share this post Link to post Share on other sites
PSC 0 Posted May 20, 2002 No, you don't need to alter the originaly game files. Don't worry. But you can take a look at them and use them as a referrence while building your own config.cpp. If you simply copied and pasted the Hawk memory LOD, but your Antonov has a completely different flight behaviour, it's probably due to a different geometry of the model. Try and paste the Hawk Geometry LOD into your Antonov P3D. If it has the same behaviour like original Hawk, just with a different shape of course, it's the geometry that makes the difference. I'm not that far into the config stuff myself, so maybe I'm telling you nonsense, but let me try to explain what I found out yet. The classes are organised in some kind of hierarchy. This would be the hierarchy needed for your Antonov: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class All {}; //parent class class AllVehicles: All {}; //first sub-class class Air: AllVehicles {}; //second sub-class class Plane: Air {}; //third sub-class class Antonov: Plane {}; //fourth sub-class<span id='postcolor'> The parent class always defines some basic values about behaviour and characteristics of a vehicle (stuff like, does it have wheels or tracks. Does it have a turret/gun. Etc...). If you create a sub-class, you use the values of the parent, but can alter them. In this case the noseDownCoef for class Plane is "1". If you want this value to be different in your Antonov sub-class, just add a line like: noseDownCoef=2; into your config.cpp, and it will be altered. But this unfortunately does not work with all values. I dunno where you can interfere into this class-hierarchy. But I think you cannot create a completely new class hierarch like this for instance: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class All {}; //parent class class AllVehicles: All {}; //first sub-class class Space: AllVehicles {}; //second sub-class class Spaceship: Space {}; //third sub-class class Spaceshuttle: Spaceship {}; //fourth sub-class<span id='postcolor'> This would probably need some very very basic values implemented into the original game files (hardcoding). And that is impossible for us at the moment. But this is how I think the structure works. To come to an end, I would suggest you take a look into that vehicles.hpp, and see what values are defined in class plane and, with the help of the config.cpp from the hawk as referrence, create a new sub-class for your Antonov that has all the values improved to come as close as possible to the real life Antonov with the possibilitys OFP offers. Hope this helped you. If this did not answer your question, try to specify it a bit more so that I get the point. Till later, PSC *edit* P.S.: The value accuracy means how easy it will be for AI to recocnize type of target. I don't think it has to do with flight behaviour. Share this post Link to post Share on other sites
Konyak-2 0 Posted May 21, 2002 Thanks PSC, that made a lot of sense. I have tried to change the geometry, in where the weights are positioned, and it makes a big difference. It now turns like a truck (pretty much right for this plane), but it still blows up on takeoff, and now it is very unstable in flight. But what seems to affect it's turn radius is the distance of mass from it's center of mass. Meaning it's inertia is much higher if you place weight further away from center. You know what I mean. I changed it just somehow, so I'm sure it's instability is due to it's center of mass being higher than it was. It's ability to rotate (nose up) in it's takeoff run, could be (should be) affected by the distance from the center of mass, and the rear wheels, upon which it will rotate. The closer the better, forwards of the rear wheels if it's a nosewheel plane. Reminds me of ground school O2 isn't so bad, but it's those czeck names for all the memory LOD things that get me.. Has anyone collected those translations that Suma did for some of them? We need to file this info and store in an organized place. Here's another pic (painters are still at work Thanks, Konyak Share this post Link to post Share on other sites
GFX707 0 Posted May 21, 2002 If you cannot get it to turn I think you need to make sure you have assigned a mass (in kg I think) to your geometry LOD....I think the a10 is something like 20000 kgs, just make sure you balance the masses on the correct points (nose, end of wings, etc) because this affects its flight and takeoff I think Share this post Link to post Share on other sites