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› animating spoilerons and aerobrakes?
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animating spoilerons and aerobrakes? (Read 1374 times)
Reply #15 -
Feb 15
th
, 2003 at 12:16pm
guimero
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Colonel
plane finished!!!
Posts: 52
Hi john!!
Sorry I don't understand your last post. What do u mean by saying " with the tag aileron"?
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Reply #16 -
Feb 16
th
, 2003 at 2:57am
JohnP
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Colonel
I love YaBB 1G - SP1!
Posts: 182
The "tag" means the motion name that is assigned to a part. In your case the airleon is the part name that you would use in fsds 2 to give the part movement. The airleon movement is up and down(+90/-90). The problem that you are using this "tag" for your spoileron. When you turn your plane to the left ,the left spoileron should stay up and the airleon stay up. The right wing's airleon should go down and the spoileron should remain flat, instead of going down into the wing.
Hope that was not to confusing.
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Reply #17 -
Feb 16
th
, 2003 at 10:12am
guimero
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Colonel
plane finished!!!
Posts: 52
Ok I see what you mean. But I think I just going to leave it the way it is, I haven't got time to play around with the spoilerons
. I have to finish off other things and start looking into the a/c .cfg and .air file.
Thanks anyway.
If anyone manages to get the spoilerons working properly please let me know.
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Reply #18 -
Feb 16
th
, 2003 at 5:39pm
RIC_BARKER
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Colonel
"Shazzam"
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Posts: 842
Guys, the way I did it is this:
In the "keyframe animation" table in FSDS2, there are two entries called "l_spoiler" and "r_spoiler". Just tag your parts as that, and have Keyframe 0 as the "flush" position, and Keyframe 100 and the deployed position.
Compile your aircraft and start up FSedit. Go to the Flight dynamics page and click the "controls" tab. In the bottom right hand corner there is a section called "spoiler".
Check "spoilerons available" and set the max deflection of your spoilers.
Save and close FSedit.
Now located the aircraft.cfg file and open it up in notepad. Under the section marked "Aircraft geometry" there will be some lines like this.
spoiler_limit = 60.000
spoilerons_available = 1
aileron_to_spoileron_gain = 3.000
min_ailerons_for_spoilerons = 10.000
min_flaps_for_spoilerons = 0.000
If not, add them in. The values are self explanatory, except for "aileron to spoileron gain" This basically means (if it's set to 3, as it is here) That if the max up limit of your AILERONS is 20 degrees, then to get a 60 degree deflection in the spoilers, the ratio must be 3:1.
These numbers are a good start, but play around until it looks right for you.
Hope this helps you guys out, any problems or questions, just post them and I'll try to help!
Regards, Ric B.
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Reply #19 -
Feb 18
th
, 2003 at 2:24am
juri
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Colonel
Finland
Posts: 74
ric, you took the words out of my mouth (keyboard?), thats the way i've done it.
but there is a problem: what if the plane has two sets of spoilers, and only the outer ones act as spoilerons. the inner ones are "ground" spoilers and should act only when the wheels are on ground, brakes and reverse thrust is beeing applied...
tricky. any ideas?
"Persistence and determination are omnipotent." -Calvin Coolidge
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Reply #20 -
Feb 18
th
, 2003 at 5:49am
guimero
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Colonel
plane finished!!!
Posts: 52
That is exactly the problem I have.
Though it is normally the inner the one that act as an spoileron. The outer is a grounded one like you say.
Has anyone have any sugestions for this problem?
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Reply #21 -
Feb 18
th
, 2003 at 10:18am
juri
Offline
Colonel
Finland
Posts: 74
i don't know if we see the inner and outer the same way, but i think its the outer (from fuselage) ones that usually act as spoilerons ???
"Persistence and determination are omnipotent." -Calvin Coolidge
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Reply #22 -
Feb 18
th
, 2003 at 5:16pm
RIC_BARKER
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Colonel
"Shazzam"
Gender:
Posts: 842
Hmm, you are right this is tricky!
Faced with that, the way I would do it is to animate the spoilerons as I stated above, but animate the spoilers like this.
Take the ground spoilers and remove all animation tags, (so they are flush to the wing) but set the display condition to "on ground" and "false". These will only show when the main gear is off the ground, and will remain stationary all the time.
Copy and paste these ground spoilers and tag the second set of ground spoilers as "l_spoiler" and "r_spoiler". Set the display condition to "on ground" and "true" with a value range of "1=0" and "2=100" so they display only when on the ground and between keyframes 0 to 100, ie, the whole range.
This means you will have spoilerons that respond to roll, and also act as "airbrakes" while in the air. The ground spoilers will only work on the ground.
I think this should work, if you have problems, email me and I will try to animate it for you if you want.
Ric B.
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Reply #23 -
Feb 18
th
, 2003 at 6:02pm
guimero
Offline
Colonel
plane finished!!!
Posts: 52
That is what I did earlier on with my spoilers. But the thing is that doing so they will not activate when the "/" is pressed. They will only work whe plane is on ground. And looks a bit weird a plane taxing with the spoilers deployed. Or perhaps I did somenthing wrong.
Anyway I am running out of time. I have now to edit the air file and cfg file.
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