FSIC Messageboard
  Tech Talk
  Do obHidden airfoils get counted?

Post New Topic  Post A Reply
profile | register | preferences | faq | search

UBBFriend: Email This Page to Someone! next newest topic | next oldest topic
Author Topic:   Do obHidden airfoils get counted?
charmstar
Pilot
posted 03-22- 06:51 PM     Click Here to See the Profile for charmstar   Click Here to Email charmstar     Edit/Delete Message   Reply w/Quote
One way of modeling drag caused by damage would be to create an obhidden airfoil which is of type CYL, and unhide it when appropriate. Would this work though? Or will the airfoil still be causing drag even when it is obHidden?

charm

IP: Logged

Whirlwind
Pilot
posted 03-22- 07:43 PM     Click Here to See the Profile for Whirlwind   Click Here to Email Whirlwind     Edit/Delete Message   Reply w/Quote
Rumor has it, obHidden airfoils are seen by the flight engine. I don't know if swapped in models with airfoils have their airfoils seen.

IP: Logged

Tailslide
Pilot
posted 03-22- 08:57 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

When the gear is hidden the drag from their airfoils goes away.

TS

IP: Logged

Michael Harrison
General
posted 03-23- 06:47 AM     Click Here to See the Profile for Michael Harrison   Click Here to Email Michael Harrison     Edit/Delete Message   Reply w/Quote
Hidden objects are not automatically disabled.

The airfoils on the gear are both hidden and disabled when the gear are brought up.

IP: Logged

Royohboy
Pilot
posted 03-23- 08:39 AM     Click Here to See the Profile for Royohboy   Click Here to Email Royohboy     Edit/Delete Message   Reply w/Quote
If I give a rocketpod an airfoil to produce drag, is this airfoil always there, or is it only there when the rocketpod is loaded?

IP: Logged

Laika 801
Pilot
posted 03-23- 10:21 AM     Click Here to See the Profile for Laika 801   Click Here to Email Laika 801     Edit/Delete Message   Reply w/Quote
I would think it is so, but I ask anyway (to be sure): When I disable a parent, are all the childs also disabled ?

IP: Logged

charmstar
Pilot
posted 03-23- 02:47 PM     Click Here to See the Profile for charmstar   Click Here to Email charmstar     Edit/Delete Message   Reply w/Quote
So how do you disable an airfoil? Is there an obDisable command that I never noticed?

charm

IP: Logged

Royohboy
Pilot
posted 03-23- 04:09 PM     Click Here to See the Profile for Royohboy   Click Here to Email Royohboy     Edit/Delete Message   Reply w/Quote
A rocketpod is only shown when it is the selected loadout in the .ppf-file. When you attach an airfoil as a child-object and give the rocket-pod a weight and inertia, I thought it logical that the airfoil and the inertia given the rocketpod by it's child is only active when the rocketpod is loaded. But is it this way?

IP: Logged

Bryan Russell
Pilot
posted 03-23- 06:27 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
Actually this could open up aileron and flap damage a bit. Just imagine several versions of the airfoil, (no up or down, only up, only down) that get switched in and out with obDisable, obEnable commands.

IP: Logged

bjorn
Pilot
posted 03-23- 06:50 PM     Click Here to See the Profile for bjorn     Edit/Delete Message   Reply w/Quote
Sorry for the rain, but which obDisable/obEnable commands?

Also, don't forget that the visuals that the flaps, etc, offer are just that, visuals. The physical effect is a property of the airfoil.
_
/Bjorn.

IP: Logged

Bryan Russell
Pilot
posted 03-23- 08:54 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
I don't know what they are called but probably something exists based on MH's post above. i can't imagine that disabling an arbitary model when the gear retracts is hard coded.

What I meant was that if you had several airfoils (or maybe invisible child objects with airfoils) defined for a wing section, then you could enable and disable the airfoils using the equivilent of obEnable and obDisable based on damage.

So if you wanted to represent a missing or ineffective flap, you could switch in the airfoil that didn't have any extra lift defined for the "down" definition.

Just a concept, I have no idea if it would fly errr.. work.

IP: Logged

charmstar
Pilot
posted 03-24- 12:45 AM     Click Here to See the Profile for charmstar   Click Here to Email charmstar     Edit/Delete Message   Reply w/Quote
Bryan-
I've thought about this too, and I bet its doable if we can figure out how to enable/disable airfoils. I was actually just thinking that you would have an airfoil with just the up/down values be assigned to the control surfaces, so that you could arbitrarily change the airarea, airK, etc. values to get the proper roll rate and turn rate without messing up lift for the rest of the plane. It would still be a hack though. We really need to just have an dofStop command which could freeze a control surface in place, and not have to worry about all of these extra airfoils.
To be honest, I've been doing a lot of experimentation with getting a plane to exhibit a good FM while still having aileron damage cause control loss. However, this is the short term solution, and I think that SV and the others have some very good reasons to just not mess with this stuff until it gets built right in the backend.
I guess that's why we need to be thinking hard about what the Openplane object model should look like for the next version. I'm sure it must be 10 times easier to build a function into the backend than to think up some hack.

charm

IP: Logged

ReaperMan
Pilot
posted 03-24- 11:18 AM     Click Here to See the Profile for ReaperMan   Click Here to Email ReaperMan     Edit/Delete Message   Reply w/Quote
Can beginDisabled and endDisabled (think that's what they are) be used for this?
They are sent in DOF proplists.

-=TheReaper=-

IP: Logged

Sv
Pilot
posted 03-24- 01:14 PM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
Reap,

That sounds like the key. I bet that was built just for the landing gear.

This might be very usefull

-Sv

IP: Logged

bjorn
Pilot
posted 03-24- 02:18 PM     Click Here to See the Profile for bjorn     Edit/Delete Message   Reply w/Quote
I hope you're right, as that'd mean we can do some really cool things. Unfortunately I don't think this is the case, though.

The way I interpret the issue with dofBeginDisabled, etc, is that they're tightly bound to oscDof's. When an oscDof reaches either extreme, an object may be hidden and an object may be disabled. Trials have shown that you can only hide one object per dof extreme. I haven't checked with disabling, but I suppose it's the same situation.

This explains why this is nothing special at all for the landing gear. When the gear reaches its extreme (closed) position, the object holding the airfoil is disabled.

This can be used for some damage modeling, though. One trick I had thought of introducing with the jug, but didn't have time for, is to apply an airfoil to the canopy when its opened (by having an object disabled when at the closed extreme,) and having a weak spring DOF parallell with the open/close DOF which will break if the drag force from the airfoil becomes too strong.
_
/Bjorn.

IP: Logged

Laika 801
Pilot
posted 03-24- 03:17 PM     Click Here to See the Profile for Laika 801   Click Here to Email Laika 801     Edit/Delete Message   Reply w/Quote
I think Björn is right.

IP: Logged

charmstar
Pilot
posted 03-24- 04:47 PM     Click Here to See the Profile for charmstar   Click Here to Email charmstar     Edit/Delete Message   Reply w/Quote
I think bjorn is right. I also think the idea with the canopy breaking off is really sweet. I bet it would work, and it shouldn't be too difficult to add either. Its the things like that... the attention to detail, that really make a model great.

You could also add dive brakes easily in the same manner. And maybe slats too? (to the proper planes of course)

charm

IP: Logged

All times are CT (US)

next newest topic | next oldest topic

Administrative Options: Close Topic | Archive/Move | Delete Topic
Post New Topic  Post A Reply
Hop to:

Contact Us | Fighter Squadron Information Center

(This site Copyright (c) 1999 Inertia LLC)

Powered by Infopop www.infopop.com © 2000
Ultimate Bulletin Board 5.45c