posted 06-28- 01:08 AM
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).]