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Author
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Topic: control surface damage revisited
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bjorn Pilot
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posted 09-16- 08:44 AM
I've tried Raiders 7 step idea, and it works like a charm. I wonder, though, has any of you tried causing control surface degradation? I thought I could alter airMax, for example, to reduce the maximum movement of the control surface, but it doesn't work at all. It feels like we're stuch with either fully functional control surface or stuck/lost control surface. Is that it? Am I missing something? _ /Bjorn.
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jedi Pilot
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posted 09-16- 11:17 AM
I don't think you can alter the wing properties themselves with damage. What we've basically got working is an "extra wing," invisible, with the aileron properties attached. Damage detaches that wing, and the aileron goes with it, leaving only one aileron functional.What you could probably try is additional iterations of this, i.e. instead of one extra wing, have two, each with a "smaller" aileron. Lose first extra wing, aileron effectiveness is halved. Lose the second extra wing, it's gone. Adding the extra airfoils DOES have some effects on things like roll rates tho, so the FM has to get re-tweaked after you set up the damage effects. You could also create a "new" airfoil once the extra wing is detached. This airfoil would be smaller, and have the aileron properties attached, so it would be a "weaker" aileron than the original. The only problem here is that there's no way to get rid of this new airfoil without losing its parent object. ------------------ --jedi-- IP: Logged |
Nat Pilot
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posted 09-16- 06:14 PM
Bjorn, checkout the A10, thats exactly how it's done, all the wing effects are changed with different damage levels, seems to work fine on the A10 anyway. As damage gets worse the A10 becomes steadily harder to handle, more prone to snap rolls, harder to bank and turn, pulling out of dives can become a very scarey buisness, in the end you wont be able to control it very much, or you'll see the AI bail or hit the ground for what might seem no reason, but is more likely due to control surface/wing damage.~Nat~ ------------------ 7./JG3 "Naturlich" If you can't out run em.. <B>OUT GUN EM!</B> <B>Nats FS-SDOE Site</B> [This message has been edited by Nat (edited 09-16-2000).] IP: Logged |
bjorn Pilot
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posted 09-16- 06:15 PM
Jedi,Thanks, but I think that is what I'm doing. I can successfully drop the object with the normal airfoil, and replace it with one that has no airObject. I *can* make it use the same airObject as the one I dropped, just as in Raider's description, but it doesn't work. What I would like to do is to activate an airfoil that has the same airObject as the one I dropped does, but with a lower airMax, or if they're flaps, with much higher airRuntime to simulate a hydraulics problem. I've also experimented with dropping the control surface, and it sort of works. It depends. Here's an example: code:
(obProb (95 (obFunc (ailerondmg (airSection "SEVERSKY" airInc 1 airK .8 airAR 5.61 airArea 83 obAirfoil ( airChord 5 airPT -15.000000, 0.698311, -2.549800)))) 5 (obFunc (ailerondmg (obExec (Name 'aileronL Func 'detach) airSection "SEVERSKY" airInc 1 airK .8 airAR 5.61 airArea 71 obAirfoil ( airChord 3.5 airPT -15.000000, 0, -2.549800)))) ))
The intention is that on damage, the function "ailerondmg" is called when the normal airfoil object is detached, and there's a 95% chance the aileron is stuck, and a 5% chance it dropps. So far all is well. The function "detach" for the aileron does of course just that, activates an airfoil such that the aileron spins down, and also activates an inertia box, such that it doesn't disappear. Problem is it *sometimes* causes a freeze, but only when detaching the control surface, never when they stick. For the left aileron, left flap and right flap it never ever freezes if I shoot them off with bullets, but often freezes if I shoot with cannons. The right aileron always freezes the game when it detaches. Of course, what I would like to do is to fill that obProb list a lot more. Say range from completely stuck to almost full movement in increments of 5%? That'd be something! _ /Bjorn. IP: Logged |
Nat Pilot
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posted 09-16- 06:17 PM
er... that all looks nice and complicated Bjorn But I think the way I did the A10 is much much simpler with greater control over whats going on.. IP: Logged |
bjorn Pilot
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posted 09-16- 06:19 PM
Thanks Nat, I'll have a look. _ /Bjorn.
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Raider Pilot
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posted 09-16- 09:25 PM
bjorn, our problem could be solved if we could change airMax (range of movement of control surface) and airAdvantage (seems to be compression - When the P-51 loses an aileron the other one hardly works at speeds over 200 mph, it hardly moves, but if you slow down to 120 or so you get almost full movement) Anyway, I hope that after Michael H. has his current project released that maybe we could get a SMALL patch (it does not have to include all the fixes) If airMax and airAdvantage could be changed at runtime like the airInc, we would not have to do all this object switching. Until then, here is an idea, I created a obFunc on the wing with the new air properties for use when the aileron is damaged. You could have different obFunc like Damage1 - set air max to .5, Damage2 - airMax .2 You could use the obProb 5 % Damage1, 5% Damage2 I had a problem with trying to add the CSD to the elevators with CTD too. I shelved it for a while to work on other parts. But will pick it back up later. bjorn, I will send you my latest model, with the obFunc. I think you will like it a lot better, also I am working on improving the bent landing gear. Thanks for the info. Nat, I tried adding the changed airMax and it didn't work for me on the P-51D. I suspect the change you are feeling on the damage model of the A-10 is from the change of airInc, which will work during runtime. If I am wrong here we need to figure out what you did to get this to work. That is all we really need.
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Nat Pilot
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posted 09-16- 09:54 PM
You could easily be right there Raider, in the A10 DM I changed things that I knew for sure would alter the control effects for that surface, adding a few changes all at once, I've not gon in a added them one by one, testing each effect, so as I said you could easily be right, I just think the overall effect is close to (but not yet exactly) what I'm looking for, other changes will probably be in the final DM. Hopefully we'll both get similar results yet wotking along 2 different lines, and that would be very cool in that people in the future could use either method, or probably better still, a combination of bothIP: Logged |
Raider Pilot
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posted 09-16- 09:59 PM
I agree Nat, I think you have a great DM on the A-10, both visual and functions.IP: Logged | |