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wld427

swing wings......

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im getting a strange message from my config. it says

No entry 'bin\config.bin/CfgVehicles/All/AnimationSources.leftwing'.

yet i have the source defined?huh.gif

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

};

class leftwing

{

source="user";

type ="rotation";

animPeriod =4;

selection ="leftwing";

axis ="axisleftwing";

minValue = 0;

maxValue = 1;

angle0 =0;

angle1 =-1;

};

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I made my swing wings attached to the gear animations set, not realistic I know but worked well, no scripts etc. (planes reaches about 300 knts before they move)

I'm pretty sure you could attach them to the RPM aswell like and set a value for them to move, though haven't tried that method.

Southy

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Guest RKSL-Rock

The answer is in the error:

Quote[/b] ]No entry 'bin\config.bin/CfgVehicles/All/AnimationSources.leftwing'.

You have no animation source defined.

@Eble just used the Speed source and set you upper and lower limits. That how ive done it on all our swing wing aircraft.

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The answer is in the error:
Quote[/b] ]No entry 'bin\config.bin/CfgVehicles/All/AnimationSources.leftwing'.

You have no animation source defined.

@Eble just used the Speed source and set you upper and lower limits.  That how ive done it on all our swing wing aircraft.

RockodSL i belive i understand what you are saying....i will research that method but for future reference why doesn't the "user" animation source work? would that not be the propper way to define soemthing driven by a script?.... it functions in the game.... makes the wings rotate propperly....

edit: RockofSl could you post an example on how to propperly define the swing wings then? i cannot find any information on how to define just how much the wings should move at what speed (as this is done byt the script)

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Guest RKSL-Rock
The answer is in the error:
Quote[/b] ]No entry 'bin\config.bin/CfgVehicles/All/AnimationSources.leftwing'.

You have no animation source defined.

@Eble just used the Speed source and set you upper and lower limits.  That how ive done it on all our swing wing aircraft.

RockodSL i belive i understand what you are saying....i will research that method but for future reference why doesn't the "user" animation source work? would that not be the propper way to define soemthing driven by a script?.... it functions in the game.... makes the wings rotate propperly....

edit: RockofSl could you post an example on how to propperly define the swing wings then? i cannot find any information on how to define just how much the wings should move at what speed (as this is done byt the script)

You really should stop converting OFP aircraft and scripts byte for byte and actually use the engine capabilities you have in front of you.  You don't need scripts for 95% of animations now.  You just need to think about the conditions and use the stock animation sources.  Here's part of the RKSL Mig-23 wing setup.  <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">   class WING_LH

{

      type = "rotation";

      source = "Speed";

      selection = "WING_LH";

      axis = "axis_WING_LH";

      memory = 1;

      sourceAddress = "clamp";

      minValue = 85;               // Value is m/s = 306 KPH

      maxValue = 185;            // Value is m/s =  666 KPH

      angle0 = "0";

      angle1 = "rad +56";         // Angle of sweep in this range.

  };

  class WING_RH : WING_LH

{

      selection = "WING_RH";

      axis = "axis_WING_RH";

  };

The wings won’t move until 306 Kph and will stop at 666Kph.  You can even set up compound animations so that the wings only sweep at specified speed thresholds. Apart form the really complex systems we dont use any script on RKSL projects. Its all hard coded animations

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Thanks for that RockofSL, it's a big help.

Southy

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Guest RKSL-Rock
Gnat @ Aug. 28 2008,11:54)]Aside from the "speed" animation, you could use the "flap" animation also.

You could but using the flap source also brings the engine's drag effects into play. Which effects performance.

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You could but using the flap source also brings the engine's drag effects into play.  Which effects performance.

Which is why I mentioned it, swing wings do actually effect performance.

Flaps down all the way = wings swept all way forward

Flaps middle position = wings swept a bit back

No Flaps down = wings in full swept position

The actual flap drag effect can be adjusted in the config.

It is also possible to animate the wings similtaniously with BOTH flaps and speed.

This could give the benifits of both systems, visual and aerodynamics changes.

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Guest RKSL-Rock
Gnat @ Aug. 28 2008,15:34)]
You could but using the flap source also brings the engine's drag effects into play.  Which effects performance.

Which is why I mentioned it, swing wings do actually effect performance.

Flaps down all the way = wings swept all way forward

Flaps middle position = wings swept a bit back

No Flaps down = wings in full swept position

The actual flap drag effect can be adjusted in the config.

It is also possible to animate the wings similtaniously with BOTH flaps and speed.

This could give the benifits of both systems, visual and aerodynamics changes.

Yeah but you end up with the wings swept back at init on the map and it then looks odd when the AI dont use "full flaps/no sweep" for take off   huh.gif

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Thank you so much RockofSL, Gnat, and everyone else that has contributed....The dysetem that RockofSL explains here works ...... simply perfect......

I Just wish the Biki had more info like this in it to help other mod makers.......

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