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Author Topic:   engine failure
bjorn
Pilot
posted 03-19- 01:41 PM     Click Here to See the Profile for bjorn     Edit/Delete Message   Reply w/Quote
Darn it if I could get this to work.

As usual, I have an obDamage (onDmg x () onDmg y(), etc) for the engine. If I, just to see what happens, set a bright coloured smoke stream for onDmg 1, and absolutely nothing else, what happens when the smoke stream appears is that the engine's on fire and will soon explode.

I do not have one single smkFire in the model, I've removed them all, yet there is a fire in the engine, and shortly after it always explodes. How do *I* get in control of this?

I don't mind that it's on fire and explodes, but I want to be able to control when it's to happen, and when I just let out some smoke to scare people :-)
_
/Bjorn.

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Whirlwind
Pilot
posted 03-19- 02:00 PM     Click Here to See the Profile for Whirlwind   Click Here to Email Whirlwind     Edit/Delete Message   Reply w/Quote
The rumor mill has it that some engine performance damage is modelled in SDOE, just to what extent, I haven't a clue.

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Jaguar
Pilot
posted 03-19- 03:58 PM     Click Here to See the Profile for Jaguar   Click Here to Email Jaguar     Edit/Delete Message   Reply w/Quote
of you want the engine to stop, just put this in:

onDmg 3
|
- engFuelsource 'none

this will set the fuel source of the engine to none, and stop the engine. Works great

------------------
Cheers!
Jaguar
The FS Hangar

[This message has been edited by Jaguar (edited 03-19-2000).]

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Sv
Pilot
posted 03-19- 04:08 PM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
I have never seen this bjorn, strange.

Might this happen automaticaly when the engien reaches 10 dmg? Try upping the total hits to the eninge maybe? I am kinda stumped here... could it be hiding in a refernced file? Hmmmm...

------------------
-Sv =FC=

WWI in SDOE!


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bjorn
Pilot
posted 03-19- 04:21 PM     Click Here to See the Profile for bjorn     Edit/Delete Message   Reply w/Quote
Sv,

Nope, it's immediately when reacing dmg level 1, and that's what disturbs me so. For the moment I'm leaving it aside, though.
_
/Bjorn.

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bjorn
Pilot
posted 03-19- 05:02 PM     Click Here to See the Profile for bjorn     Edit/Delete Message   Reply w/Quote
Hey, Jag! That's neat. I wondered if that sorta thing would work. Pity the timing, otherwise I'd give ya'll a surprise in a few hours :-) Oh, well, I guess there'll be an updated jug in a couple of weeks.
_
/Bjorn.

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Raider
Pilot
posted 03-19- 05:10 PM     Click Here to See the Profile for Raider   Click Here to Email Raider     Edit/Delete Message   Reply w/Quote
Bjorn, check out the engine damage model used on the Fokker DVII. We used an obExec/Func to say on Dmg 5 / obKillDelay 30

This would kill the engine 30 seconds after reaching damage level 5

We also used different colored smoke for different problems.

Also I believe the fire is hard coded to the fuselage. The DVII has a fire in the tail when damaged 10. I also removed all smkFire reference and still could not get rid of it.

Hope this helps

Raider 33rd~GS

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STef
Pilot
posted 03-20- 03:06 PM     Click Here to See the Profile for STef   Click Here to Email STef     Edit/Delete Message   Reply w/Quote
Bjorn,

I have exactly the same problem with the Ju88a4. And this is why it should have both engines set at 300 hit points.

In detail: I want to set up various smoke colors depending on damage level. That's ok.

When firing at the engines, nothing happens until some smoke appear then shortly after, engine is on fire and explodes...

------------------
P/O STef
Editor
http://stephan.bondier.free.fr/gazette.html

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