havocsquad 0 Posted September 7, 2004 I was wondering how the banking of aircraft is determined for OFP addons. I know about the airelonsensitivity property that changes the rate of which an aircraft can bank left or right. My question is how do you make an aircraft addon turn better without changing the elevator or airelon properties in the config.cpp? I'm working on some aircraft addons, in hope of improving them and optimizing them for more more realism and making them where they can actually land. ** I know, I won't release anything without permission from the authors. *** I'd appreciate any feedback you could give me on this. Havoc. Share this post Link to post Share on other sites
vektorboson 8 Posted September 7, 2004 Well, the mass and its distribution is very important for this. So you have to play around with the Geometry LOD in the model; can't tell you right now, how you should set up the mass/distribution to get the effect that you desire! Share this post Link to post Share on other sites
havocsquad 0 Posted September 7, 2004 Where do I get the tools to edit the mass/handling properties of the addon model design? Share this post Link to post Share on other sites
Master_Chief 0 Posted September 7, 2004 you could try noseDownCoef, it controls how much the plane yaws during turns. if the nose goes down too far then it looses speed, too far up and it doesn't turn as quickly. I'd say start at 0.5 and tweak it from there Share this post Link to post Share on other sites
Guest RKSL-Rock Posted September 7, 2004 I've been having some real problems with this recently and it is about 80% mass related. It's not easy to get it right but if you play about with it you'll see what i mean. Some examples for you: Set the main mass along the ROLL axis with minimal mass on the wings and the aircaft rolls quickly. Set the main mass along the pitch axis and climbs and dives are obscenely fast. Have a play and and you'll see what we mean. Its mostly trial and error Share this post Link to post Share on other sites
Trenchfeet 0 Posted September 8, 2004 a Couple of things you can try most has been said *1 wheelSteeringSensitivity = X; in the class CfgVehicles section, X = a number from 0 to a bigger number   , bigger = better wheel turing, this also effects the rudder. *Make sure all your memory points are as close to the plane as possible any points along way from the centre make the plane fly real crap. *maneuvrability=48.0; play around with this value Share this post Link to post Share on other sites
vektorboson 8 Posted September 8, 2004 maneuvrability is only valid in CfgAmmo for Missiles/Bombs Share this post Link to post Share on other sites
Footmunch 0 Posted September 8, 2004 My question is how do you make an aircraft addon turn better without changing the elevator or airelon properties in the config.cpp? Basically, you need to reduce the moment of inertia in the axis you're interested in (ie concentrate the mass around the CoG, or reduce the mass at distances far from the CoG). Note that this does mean you will bleed speed more quickly during maneuvers (as bleed is determined by AoA). Mass is attached to each _vertex_ in GeoLOD, rather than per face or component. NoseDownCoeff is _very_ useful for making the plane 'feel' heavy or light. Also, make sure that the GeoLOD is correctly set-up by using: Component Convex Hull If you can, test with both joystick- and mouse- flight. It's _very_ hard to get a good balance between the two. Share this post Link to post Share on other sites
Guest major gandhi Posted September 8, 2004 i have the same problem with my heli addon, can I add 'NoseDownCoeff' to a heli addon as well? Share this post Link to post Share on other sites