ag_smith 0 Posted November 15, 2005 Alright, my problem is that my helicopter is way to sensitive to X/C keys. When I try to use them, it swings wildly sideways. I guess it's something about positioning the center of mass in GeoLOD. Any advices? Thank you. Share this post Link to post Share on other sites
[aps]gnat 28 Posted November 15, 2005 I guess it's something about positioning the center of mass in GeoLOD. You mean centre or "off-centre" ? Likely you need some mass either in the nose and tail or if the chopper is wide enough some mass on the left and right sides .... all while maintaining th CG. I base this comment on working with vehicles OTHER than choppers, mass out from the CG slows turning. Share this post Link to post Share on other sites
ag_smith 0 Posted November 15, 2005 Should the mass on the tail and nose be the same? I mean, should they be balanced? The chopper in question is recently released Mi-8 from WP Soldiers mod. Edit2: It seems like the problem is caused by two points in memory LOD that are moved quite far away from the chopper. Those points are rotation axis for the door animation.... still, no idea how to fix that without removing animation. Share this post Link to post Share on other sites
[aps]gnat 28 Posted November 16, 2005 ...... hhhmmmm ? .... now this out out of my league. But yes, on your balance question I would suggest the flight characteristic would be best if the Centre of Gravity was directly below the main rotor axis ...... if of course BIS were following RL physics as they have generally. Again, I havent played with choppers. Share this post Link to post Share on other sites
Guest RKSL-Rock Posted November 18, 2005 Should the mass on the tail and nose be the same? I mean, should they be balanced? The chopper in question is recently released Mi-8 from WP Soldiers mod. Edit2: It seems like the problem is caused by two points in memory LOD that are moved quite far away from the chopper. Those points are rotation axis for the door animation.... still, no idea how to fix that without removing animation. It sounds liek you're having the same problem i had recently on the Harrier. I spent 2 days trying to find a solution but couldnt get a stable flight model without moving the memory point closer to the model. I came to the conclusion that the only thing i could do was remove the animation or atleast do it in stages. I've sene it on a few models now so unfortunatly i think we're both stuck. I've rsorted to using multiple selections each animating a small movement of the canopy. Its clunky but it does work. Share this post Link to post Share on other sites
Messiah 2 Posted November 19, 2005 the BAS blackhawks etc use rotation points are fair distance away from the main fuselage to achieve the sliding doors - they must have found a work around ? Share this post Link to post Share on other sites
Guest RKSL-Rock Posted November 19, 2005 the BAS blackhawks etc use rotation points are fair distance away from the main fuselage to achieve the sliding doors - they must have found a work around ? They are less then 20m from the centre point and dont affect the flight model as much. Past 35m the flight model get twitchier - out to 176m (canopy for my 1st harrier) it gets unbareable. Share this post Link to post Share on other sites
csj 0 Posted November 19, 2005 Personally I would not move any points past the span of the rotors and also consider keeping a balance left and right. The door osa points on the uh1's are only 3 meters away from fuselage, opposite side to that which the door is on. Share this post Link to post Share on other sites
ag_smith 0 Posted November 19, 2005 Sorry for the lack of update. I've more or less solved the problem, or at least reduced it by moving the memory points within then span of the main rotor and tweaking the animation a bit. If you're interested, you can check the effect by patching WP Soldiers to version 0.51. Thx all for the input. Share this post Link to post Share on other sites