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Author
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Topic: Do obHidden airfoils get counted?
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charmstar Pilot
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posted 03-22- 06:51 PM
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
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posted 03-22- 07:43 PM
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
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posted 03-22- 08:57 PM
When the gear is hidden the drag from their airfoils goes away. TS
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Michael Harrison General
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posted 03-23- 06:47 AM
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
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posted 03-23- 08:39 AM
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
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posted 03-23- 10:21 AM
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
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posted 03-23- 02:47 PM
So how do you disable an airfoil? Is there an obDisable command that I never noticed?charm IP: Logged |
Royohboy Pilot
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posted 03-23- 04:09 PM
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
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posted 03-23- 06:27 PM
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
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posted 03-23- 06:50 PM
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
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posted 03-23- 08:54 PM
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
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posted 03-24- 12:45 AM
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
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posted 03-24- 11:18 AM
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
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posted 03-24- 01:14 PM
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
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posted 03-24- 02:18 PM
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
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posted 03-24- 03:17 PM
I think Björn is right.IP: Logged |
charmstar Pilot
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posted 03-24- 04:47 PM
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 |