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Author
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Topic: oscBeginDisabled buggy
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bjorn Pilot
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posted 03-25- 04:17 PM
Seems like the fine (or so I thought) idea of having a detaching openable canopy goes down the tube, since the disabled airfoil object isn't disabled when you start the game. YOu have to open the canopy and then close it again. An alternative that works fine always is to model the canopy such that it's open per default, but then you cannot start aircraft in the air at high airspeed, since the canopy would detach immediately.Darn. _ /Bjorn. IP: Logged |
Laika 801 Pilot
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posted 03-25- 04:29 PM
I´ve got the same problem when I wanted to build the GearIndicator in an more unusual way !IP: Logged |
bjorn Pilot
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posted 03-25- 04:38 PM
Laika,You know, I should've known, since I had exactly that problem too when I first wanted to make the Spit IX gear indicator. _ /Bjorn.
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Jaguar Pilot
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posted 03-25- 09:55 PM
This sucks, so many good ideas, and none of them work with OP  ------------------ Cheers! Jaguar The FS Hangar IP: Logged |
Spanky the Mad Dog Pilot
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posted 03-26- 12:11 AM
Spanky here... Crap that sucks ass. I thought that idea was great. What about starting with Canopy open all the time. But making it so the Canopy only detaches at a high speed. Say around 300mph. Then just tell everyone to air start at 275 or lower? That might work ok.
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Razer Pilot
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posted 03-27- 09:03 AM
What about putting a obHit (or what ever the command is) to the moving part so it can be shot off the plane when in combat?------------------
Tony "Razer" Martin http://www.fshangar.com IP: Logged |
Tailslide Pilot
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posted 03-27- 03:24 PM
Why are the gear airfoils disabled when you start in the air?
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bjorn Pilot
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posted 03-27- 03:45 PM
TS,I'm not so sure they actually are. _ /Bjorn. IP: Logged |
charmstar Pilot
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posted 03-27- 07:19 PM
I wonder if the wheels aren't a special case? Most DOFs aren't variable start positioned, but the wheels are (down when start landed, up when in air). What if you make the canopy a wheel? Couldn't it also then start opened when landed, and closed when in the air? If this is possible, then perhaps the wing folding DOF could be done the same way.What do you think? charm IP: Logged |
bjorn Pilot
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posted 03-28- 01:58 PM
Charm,You beat me to it. It struck me that the problem's I've seen are with oscBeginDisabled doesn't work at startup. Now, the gears starting position is down, not up. It wouldn't surprise me if the gaming engine actually runs the DOF to its end position when you start in the air. If it is, it'd explain perfectly well why the airfoils for the gear is disabled; the DOF is run to its end (before we see any action) and thus the oscEndDisabled thingie is activated. Other DOFs are not run at all at startup, so it's just the special case of oscBeginDisabled that's not treated as it should. I *think* if we had a DOF that gave the landing gear a special oscBeginDisabled property, we'd see a problem when starting on ground. _ /Bjorn. IP: Logged |
charmstar Pilot
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posted 03-28- 03:19 PM
so then the solution would be to find out how the game engine decides which DOF osc to run to end when a plane starts in the air, and then use that knowledge with the cockpit canopy right? You are saying that you would have to model the canopy in the open position, and just give it an oscEndDisabled, which would then be run and executed on startup if the plane was starting in the air. So, the only problem remaining is to figure out how the game knows which DOF oscs to run on startup.Still, its too bad oscBeginDisabled doesn't work perfectly, but it seems like there's a workaround. Also, it is sort of more realistic to have the canopy start open on the ground, and closed in the air, right? charm IP: Logged |