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Author
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Topic: Material World.....
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wakeup tailgunner Pilot
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posted 09-28- 03:42 AM
This material lark has me a little puzzled. I now how to change the flags in a LOD with notepad etc. But I have a question.What are the actual properties of the materials! Water....splashes and wrecks planes... What about the others? What do Ice and Glass do? Doesn't say in the Openplane doumentation. I could guess at some general properties from the material name, but I really want to know what the sim actually varies from material to material. WHY...I hear you ask? Well, I'm still thinking about wet landings. If you made a plane with a lower hull that was slippery, landing on a runway that was also slippery, could you belly land and take off again? No wheels at all here! If so, half the problems of my wet landing field are solved. All that remains are the splashes. I think the splash level may have something to do with the weight in contact with the water. If the parts touching the water had a low weight set for them, with a teeny weeny inertia box, perhaps this could be reduced to an acceptable level. Also, if the plane could taxi up onto a slipwayyou could park them. And start them there to let you ground start! IP: Logged |
Snickers Pilot
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posted 09-28- 12:42 PM
Was thinking about the splashes.... If you make your water landing zone, land, then drop wheels and taxi up the ramp to dry land (the way it was done...) I see the PBY lagoon in the Pacific terrain and want to cry.... ------------------ Snickers =FC= IP: Logged |
wakeup tailgunner Pilot
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posted 09-28- 01:55 PM
The first go had a water layer with a solid layer 1 unit below. This sort of worked. I think the bouncing I experienced may well be to do with the wheel material. Rubber....bounce I got my best landing wheels up, but of course you can't taxi that way!hence the material question. If the plane bottom and the land have a sufficiently low level of friction, we could well be in business. I also need to do some work on the spalsh front. The spalsh size must be weight dependant, or else the plane crashes would look silly. The question is, is it the whole thing or just the portion in contact? time to do some more testing I think! IP: Logged |
ArgonV Pilot
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posted 09-28- 04:08 PM
The splash size isnt always weight dependant. I added a "wake" from one of Nats ships to my torpedo for some testing and when that thing hit the water.... a HUGE splash appeared. The wake had no weight set to it....IP: Logged |
wakeup tailgunner Pilot
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posted 09-28- 06:22 PM
If it's not weight, WHAT IS IT!Your torpedo can't have had a lot of inertia, or ifact, a lot of anything. It should not create a big splash. If the wake was responsible, it was a large thing, but without weight. I hope that lack of weight was what did it! Perhaps it was a divide by zero type problem... IP: Logged |
ArgonV Pilot
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posted 09-28- 06:53 PM
Wakeup, Im not saying it isnt weight that causes a big splash, Im just saying that sometimes its something else besides weight.The torpedo has a small cylinder inertia, a cone inertia, a VERY large flat horizontal box inertia and some small h-stab and v-stab inertia boxes. Do wakes have inertia? I'll go check... All I know is, when I added that huge wake to the torpedo, I got a huge splash and quickly deleted that wake from the torpedo.  IP: Logged |
Snickers Pilot
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posted 09-28- 08:15 PM
quote: Originally posted by wakeup tailgunner: I got my best landing wheels up, but of course you can't taxi that way!
Make the landing wheels up (the PBY did), slither/slide over to the ramp, lower the gear and taxi up. At the moment I dont care about landing and taking off from water. But I see the lagoon, and it just _has_ to be used.... ------------------ Snickers =FC= IP: Logged |
wakeup tailgunner Pilot
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posted 09-29- 03:06 AM
Hmmm Argon, I see what you mean.The Big H said weight and inertia.... So if you have a large mass or a big inertia box, that would do it. So, what I need to find out now is whether it takes the sum of the objects in the model, or just checks the part in contact. If it's just the part, then the problem is solved (woohoo). If it isnt, I may need to try another approach (doh) hang on.... You removed the wake, but the inertia is still there. Thats what you used to keep it down in the water if I remember your posts on the subject right. The splashes the torp makes are not that big. Just when I thought things were making sense! [This message has been edited by wakeup tailgunner (edited 09-29-2000).] IP: Logged |
ArgonV Pilot
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posted 09-29- 06:48 AM
Oh gosh is this all confusing...  I checked, the wake I used had no inertia but it was an airfoil. That could have something to do with it? Yup the torpedo doesnt make that big splashes... but I hope when this mystery is solved, I can get them to be smaller. I used a VERY large and VERY thin inertia on the horizontal axis to keep the torpedo to stay right below the waters surface. Open it up in OPS and click on the little inertia button and you will see what I mean.  IP: Logged |
wakeup tailgunner Pilot
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posted 09-29- 10:09 AM
This raises questions:I'll post another thread and see if Mighty of MH can enlighten me as to how the sim engine is doing things here. I also want to know if RC sim has seaplanes! Not only that, but I have heard a rumour that obWaterPoints were considered at one point! IP: Logged |