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Author Topic:   Activating airfoils?
jedi
Pilot
posted 08-22- 11:22 AM     Click Here to See the Profile for jedi   Click Here to Email jedi     Edit/Delete Message   Reply w/Quote
Is there a way to activate and deactivate an airfoil, OTHER than using the oscEndDisabled and oscBeginDisabled commands?

I figured out kind of a neat way to simulate control damage that actually feels right in the sim, but I need to be able to activate and deactivate an airfoil without activating a DOF to do it.

Is it possible to use the various "airXXX" properties in an obFunc call? I thought you couldn't change things like airK and airMax "on the fly," but if you can, it will solve the problem I think.

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--jedi--

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Whirlwind
Pilot
posted 08-22- 11:31 AM     Click Here to See the Profile for Whirlwind   Click Here to Email Whirlwind     Edit/Delete Message   Reply w/Quote
I don't think that airfoils can be turned on and off.

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Royohboy
Pilot
posted 08-22- 06:53 PM     Click Here to See the Profile for Royohboy   Click Here to Email Royohboy     Edit/Delete Message   Reply w/Quote
Take a look at the bomb-sm's. They have a rather strange way of activating airfoils.

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Nat
Pilot
posted 08-22- 07:06 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
I thought the bombs use onDetach then have the airfoil data, thereby activating the airfoil when the bomb detaches, if that is the case I don't see why an airfoil can't be activated on say an onDamage call..

Just my 2 cents

~Nat~

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jedi
Pilot
posted 08-22- 08:11 PM     Click Here to See the Profile for jedi   Click Here to Email jedi     Edit/Delete Message   Reply w/Quote
Well, based on my experiments so far, I'm not convinced that the bomb airfoils are REALLY "activating" on detach...

I've been playing with some inverted airfoils, and I can get them to work OK. But when I simply make the new airfoil "obHidden," well, it keeps right on working. In other words, I don't think "hiding" an airfoil affects it's properties. With the landing gear airfoils, I think it's the "oscEndDisabled" part that's doing it. Which leads me to think that the airfoils on the bombs are ALSO working all the time, even though they're hidden. The only time you can actually judge the airfoil of the bomb is after it's detached usually, but with some of the stuff I was doing with the Lanc bombs, it's pretty clear the plane was being affected by the bombs while still on the pylon, even though the bomb airfoil SHOULD have been "dormant" at that point.

The mystery continues, I guess. Maybe I can do something with the airXXX values, or by replacing the wing model itself at a certain damage value.

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--jedi--

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ArgonV
Pilot
posted 08-22- 08:33 PM     Click Here to See the Profile for ArgonV   Click Here to Email ArgonV     Edit/Delete Message   Reply w/Quote
Sure airfoils can be activated. I mean why not? The reason the bombs affect the aircraft is because of their weight. (I had to tone down the weight on the updated Zepplin I did to get it to still fly slow and not plummet out of the sky. There for Im sure its the weight) Hiding the airfoil wont work, but if you have a onDetach property that calls a function to make an airfoil.... it should work. Just look at a parachute for this. How do you think they work? When you eject, an airfoil is activated to slow the descent of flight. Gosh Im so full of it sometimes...

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ArgonV
Pilot
posted 08-22- 08:43 PM     Click Here to See the Profile for ArgonV   Click Here to Email ArgonV     Edit/Delete Message   Reply w/Quote
BTW, when a propeller gets damaged, what turns off its abitily to provide thrust?

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Bishop
Cadet
posted 08-23- 09:56 AM     Click Here to See the Profile for Bishop   Click Here to Email Bishop     Edit/Delete Message   Reply w/Quote
I think Laika's Pe-2 changes airInc on the fly as part of the damage model. You might want to check that out.

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Whirlwind
Pilot
posted 08-23- 10:31 AM     Click Here to See the Profile for Whirlwind   Click Here to Email Whirlwind     Edit/Delete Message   Reply w/Quote
When the prop gets damaged, I think the max and min pitch are set to 0.

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jedi
Pilot
posted 08-23- 04:57 PM     Click Here to See the Profile for jedi   Click Here to Email jedi     Edit/Delete Message   Reply w/Quote
OK, I hadn't thought of the parachute. So, what is it that keeps the parachute from activating all the time if it has an airfoil?

I can see how you'd activate it, but why is it NOT activated before that? Same question for the bombs. Just making it "obHidden" doesn't do it...I've tested it. I've got some "invisible" wings on the Spit V and they're definitely functional airfoils.

My first attempts at changing airXXX properties with damage failed as well. One more thing to try, which I THINK is going to work


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--jedi--

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Tailslide
Pilot
posted 08-24- 12:58 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

A parachute doesn't start out with any airfoil at all. It gets dynamically added in the obdetach statement.

TS

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jedi
Pilot
posted 08-24- 12:59 PM     Click Here to See the Profile for jedi   Click Here to Email jedi     Edit/Delete Message   Reply w/Quote
double post

[This message has been edited by jedi (edited 08-24-2000).]

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jedi
Pilot
posted 08-24- 01:01 PM     Click Here to See the Profile for jedi   Click Here to Email jedi     Edit/Delete Message   Reply w/Quote
Ah so.

That's what I've basically resorted to. It appears to work for what I'm trying, but I forgot to build the airfoil up the way I needed it.

Anyway, I think I can create "believable" control surface damage "feel," enabling ailerons and rudder, etc, to be shot away.

More testing tonite...

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--jedi--

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