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EricJ

Sole

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Pic1

Pic2

Hey, just showing what kind of damage I've done to your MV-22 beta. Still haven't messed with the rotating of the nacelles, but trying out camo and reworking the fuselage a bit. First pic is what I've done so far, and the second.... yeah, the cockpit view needed some serious fixing, particularly the dashboard. I've saved it under a different name, terming it the "MV-80" instead.

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Nice .... although its an odd combination between a chopper and a plane, it still works quite well in OFP, well worth developing further I think ... like your doing smile_o.gif

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Thanks smile_o.gif, but this thing is just too fast though, least for OFP/VBS1 islands. Hell, when I go to Auto-hover, I nearly hit the edge of space, so I got to eventually try and fix that issue, or just learn to slow down before reaching the area I want to land in. Plus there's always things to add, ECM system, weapons, that I'll get around to, as this isn't really a serious project yet (got so many others..)

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One VTOL i would love to see made is a fictional one , from the manga Appleseed 2005

Its a cross between a Herc and an Osprey .

this is the only pic i can find

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One VTOL i would love to see made is a fictional one  , from the manga Appleseed 2005

Its a cross between a Herc and an Osprey .

this is the only pic i can find

I saw that and know what you're talking about.. If I was a skilled modeler, yeah, maybe, but that movie wasn't all that great. What would be a challenge would be the transport Batou and the other guy I can't name took in GITS2.

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This just goes to show you what you can really think of on one airframe:

osprey3.jpg

Hehe, no need for Cobra escort.....

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IRDF 3 in a row tounge2.gif

Does look good, but, are you planning on trying to get the propelers working?

My thought a while ago on them : Config them as speedometer-dials, with 0km/h means their at 0* (pointing up), and at full speed (Whatever it is), thier angled at 90*

Not perfect, but it'd look pretty good

- Ben

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The propellers do work, it's just that they rotate slow that's all.  How do you make them go faster?

Well.... I thought about it, and would like to have it... but since I'm still much of a noob about modelling in general.  I brought it up with somebody else, but she said its not doable given the limits of OFP, but if you think that will work, how should I do this?

Another thing.. I managed to get the proxies and stuff set up right for the hellfires... but they won't show up in game. Any way to make them do that?

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Proxys, are the model paths right? You need to rename them so they work in OFP (It'll stop them working in Buldozer though)

As for the tilting rotars, look up the working car dials tutorial, check it works with planes, then, basicly you do the tutorial, but instead of using a needle, you use the roatar blades. And the axis running along the wing.

Horrible, I'm-tired-quality paint drawing :

VTOL Concept "sketch"

Basicly, put the rotars, and anything that needs to rotate to make it look like it's still attached to the wings, in the needle selection, and put the axis running along the wing. That way the rotate the same direction

There might be a problem if you want to animate the blades, though, but I think the normal OFP propelers will work (their just texture changes AFAIK..)

Not sure, I may well be wrong.. But you never know tounge2.gif

- Ben

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How about make each engine from a helocopter and attach them by proxie , this of course relies on the memory points from a helocopter working within a proxie .

dunno , just shooting ideas off with no basis in fact thumbs-up.gif

Thinking sideways again..

Ofp engine only allows multiple animations on turrets i think ..

For e.g the hatches can open while the turret rotates and the barrel moves up and down ..

so maybe group all the engine parts that need to pivot and name them as a turret to fool Ofp ... again this may not be possible , my knowledge about flying addons in Ofp can be written on a stamp .

goodnight.gif

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I don't mean to be a pedant here but even if your model is a fictional improvement on the mv-22, for the sake of realism it needs vertical stabiliser(s) to stop it yawing in horizontal flight. See here on the real mv-22A.

MV22B.jpg

BTW I seriously LIKE the idea of equipping this mv-80 with hellfires!!

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The thing is that the MV-80 is not a "plane" as far as OFP is concerned.  For all intents and purposes to get the flight model "close" to the capabilities, you have to tell OFP that it's a heliocoopter.  Sole's original model did have them, but I like the idea of no rudders.  Besides, flight technology right now eliminates the need of rudders.  Look at the B-2 wink_o.gif

As for the issues... Yeah, but the turret is already defined.. and I'm not removing it.. smile_o.gif

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Hellfire work:

osprey7.jpg

osprey8.jpg

And as the top shot shows the max traverse (60 degrees left/right) of the cannon.

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Guest RKSL-Rock
I don't mean to be a pedant here but even if your model is a fictional improvement on the mv-22, for the sake of realism it needs vertical stabiliser(s) to stop it yawing in horizontal flight. See here on the real mv-22A.

Actually if you dropped the angle down to more than 45 degrees you probably wouldnt. Unlike helicopters the V-22 could use the engines to change the yaw rate (Which i thinkit actually does) and still be as stable - in theory anyway smile_o.gif

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I agree with Major Gripe. The aircraft just doesn't look stable without vertical surfaces, or at least change the angel of the horizontal tail surfaces if you are making a fictional addon...

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osprey9.jpg

osprey10.jpg

osprey11.jpg

osprey12.jpg

More work on the gear bays, had to do some cutting, and some serious vertex work (no more no more! smile_o.gif).

Anyways,  no, I will not change the angle, nor add vertical stabilizers.  The technology is already there, so I'm gonna use it.  The angle shouldn't matter as long as the proper control systems are present.  And I made sure that the hellfires wouldn't hit the blades wink_o.gif

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nice work.

have you fixed all the problems with this addon?  Like when you eject there is no parachute, and other problems i cant remember...

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The main problem with ejecting was that there was only one View-Cargo. By Monday I had the View - Pilot and the View - Gunner. After first reading your post, I checked that out and landed safely. I think that was the initial problem in the first place..

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somewhere I have pics of the armed verssion of the MV-22 that was at Yuma PRoving fgrounds being tested. The armiment was placed on the nose section clear of the rotating props. Mostly parts from the AH1Z and its fire control systems the test bed crashed and was lost a while back killing everyone on board.

The other test bed is still grounded.

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Hmm... I think the common misconception right now is that I've actually managed to make the engine pods to rotate.  Since right now they do not, it would be safe to assume that I've thought this issue through for quite a bit.  However, if and when I do get the pods to rotate, I was planning on having something like DKM's Comanche, the weapon selections unavailable in forward flight (least as the Hellfires are concerned) so to prevent the constant repetition of the issue which nobody has actually stopped and thought "Maybe he's smart enough to figure this issue out and will get to that bridge when he's ready to cross it?".  Groundpounder I may be, but my first love has always been aircraft, and I'm pretty intelligent in that regard, not some noob, so lay off.

But the other issues, such as the nose-high takeoff, and landing, no.  That issue eludes me as of right now.  This thing isn't going to be completed anytime soon, so there's no rush right now.  The engine power... wow, even on auto-hover it wants to GO, and you just use tactical view, and reach a good height, and leave the hands off, yeah, it takes off.  AI-wise it's not too bad since I made the max speed 200.  That's solved some of the "almost reaching the stratosphere" while stopping.  Player-wise... learn how to fly it...

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