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Author Topic:   Help with Zepplin
ArgonV
Pilot
posted 06-28- 01:08 AM     Click Here to See the Profile for ArgonV   Click Here to Email ArgonV     Edit/Delete Message   Reply w/Quote
Ok, Im working on improving the way the zepplin flies. So far, I got her to maintain altitude at about 65 mph (after she warms up when starting a mission) She no longer blows up and dissapears. I have it where there is large explosion and then a huge smoke trail and fire and she falls to the ground. The rudder and elevators in the rear no longer "flutter" when they are detached. Now I need to make the Zepplin fall to the ground very slowly and I need some one to add collision points in the right places.

Questions:

-How do I make the zepplin fall slowly after it blows up?

-Does a negative number in phyLBS work? Ive tried this to some effect. (Alot actually, thats how I got the zepplins nose to stay up at slow speeds. I took the landing gear wing off of Sv's Fokker DVIII, put it on the nose of the zepplin, and told it to weigh -10000000000000000000000 LBS) But I want to know for sure if this really works.

-Zepplins dont have ailerons. They just have elevators and a rudder. So I deleted the ailerons off the Zepplin but when I use the rudder to turn, the Zepplin rolls or tilts slightly. How do I make it where it doesnt do that?

-Who will add the correct collision points and get the guns to work? I cant do that myself so anytakers?

[This message has been edited by ArgonV (edited 06-28-2000).]

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ArgonV
Pilot
posted 06-28- 12:20 PM     Click Here to See the Profile for ArgonV   Click Here to Email ArgonV     Edit/Delete Message   Reply w/Quote
moving to top, I really need help!

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Aladar
Pilot
posted 06-29- 09:50 AM     Click Here to See the Profile for Aladar   Click Here to Email Aladar     Edit/Delete Message   Reply w/Quote
might sound wierd but put a physical LBS as 10 or 1.

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"Don't move, if we scatter, he'll pick us off! Stand Together!"~~Aladar

Thats 13 times to see Disneys Dinosaur and counting!!

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