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Author
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Topic: Aircraft wieghts
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Spanky the Mad Dog Pilot
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posted 10-05- 04:28 PM
Spanky here... Ok guys, I'm trying to get the wieght right on the BF109Z cause right now it only thinks it weights as much as one 109. So I got the proper wieght but I'm not sure how to put it in. In the openplane doc they say to just put in the empty wieght. and then put in the wieght of the engines if you know. BUT are you supposed to subtract the weight of the engine from the empty wieght and then add that weight as your airplane weight>? Otherwise you may be doubling up on your engine weight. So what do I do>? I'm working with the 109f-4 and right now the aircraft weight is 5523lbs. And the engine is 1325. If you add those together its 6848, is that the true weight of the aircraft>? Do you subtract off the weights of any parts you really know? By my book a 109K4 (yes different model i know) weighs 7448 (it neglects to mention if that is empty weight) i guess i could see a model thats a couple generations down the line being heavier. So anyways my BF109Z is supposed to weigh 13224 pounds. So do I subtract off 2 engines and put whats left as my aircraft weight>? Thats 10574, hehe its roughly 2 times the wieght I would have thought it would be a tad lighter since it wouldn't have all the insturments and pilot comferts in the 2nd fuse and the missing wing tips that are gone. Ah well I guess it won't perform Quite as nice after this. IP: Logged |
Spanky the Mad Dog Pilot
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posted 10-05- 04:33 PM
Spanky here... Well I tried it and it screwed it over BAD. I can't even fly it now. Hmm....
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Spanky the Mad Dog Pilot
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posted 10-05- 04:35 PM
Spanky here... Lets just say I know nothing about weights in OP. Right now the left FUSE is the center of the plane, everything is attached to it. So thats defined as the 10000 lb part. I'm guessing that could be the problem. What do you guys think>? But how to I set the other fuse at a decent weight>? Boy Am i confused now. LOL IP: Logged |
ArgonV Pilot
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posted 10-05- 05:10 PM
Make sure the other fuse has inertia boxes. Then I HOPE the weight would get distributed. If not, make one fuse weigh as much as one bf-109 and the other fuse weigh as much as one bf-109.IP: Logged |
Nat Pilot
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posted 10-05- 06:17 PM
Hey Spanky, the weights calculations..Pretty much works like this, take the ovrall weight of the aircraft unloaded and unfueld, this is your max weight. Now, if you know the weight of any of the parts you can specify these, meaning, say the engine ways the overall empty weight is 5000lbs and the engine ways 500lbs, then the aircraft weight would be 4500lbs with 500lbs specified on the engine. You can carrry this over to every part you know the actual weight of, you specify the weight of the part in the parts properties and subtract that then from the total weight, it the extreme this will mean that you have exactly correct weight distribution throught you're aircraft leading to a much more accurate FM, and small discrepencies in weight are distributed thought the whole aircraft when you specify the aircraft weight minus the weight of all the parts you have added directly As for the other things, Argon hit the nail on the head, make sure the inertia boxes are there and in the right places, it could be that they have gotten overlayed in the same position as the original aircraft so you have the weight of 2 aircraft on 1 side. Hope that helps Spanky ~Nat~ IP: Logged |
wakeup tailgunner Pilot
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posted 10-06- 05:04 AM
silly question....does the weight get distributed just through the inertia boxes, or through the entire model. The documentation isn't all that clear. I know it apportions weight by taking the total volume and working a density based on that. Weight is then apportioned in proportion to the volume of the part... IP: Logged |
Nat Pilot
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posted 10-06- 05:25 AM
I "believe" that the weight specified in the root model gets distributed to each inertia box throughout the aircraft, but it could easily be as I said above with the exception of parts that have a weight specifiedIP: Logged |
Whirlwind Pilot
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posted 10-06- 11:48 AM
I think that it works this way with inertia:1) You define a box 2) Specify the density 3) SDOE distributes the weight across all the boxes/cylinders/cones based on the density of the object and it's volume (density * volume = weight; g/m^3 * m^3 = g). 4) The resulting mass is treated as a point mass with moments of inertial based on the object shape (box,cylinder, or cone). IP: Logged |
Nat Pilot
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posted 10-06- 12:45 PM
er.. yeah what he said  IP: Logged |
Sv Pilot
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posted 10-06- 12:46 PM
Look here to: http://www.schoolmusic.com/chickencoop/se5a/fm/4/index.htm ------------------ -Sv =FC= WWI in SDOE!
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Spanky the Mad Dog Pilot
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posted 10-06- 01:36 PM
Spanky here... Seems like what ever I do it won't fly anymore. I split the total weight except for the engines between the 2 fuses. And it still goes crazy, It want to roll to the right towards the new fuse. All the inertia boxes seem good. I'm at a loss so i'm just going to have to put it back to the original weight. That means the plane will way about 5/8ths what it should but what else can i do. IP: Logged |
Whirlwind Pilot
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posted 10-06- 02:29 PM
Are you sure the rest of the plane has inertial bodies defined for it?IP: Logged |
Spanky the Mad Dog Pilot
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posted 10-06- 03:03 PM
Spanky here... Yep, if you DL the one I uploaded to the simfiles site you can see it like it is right now. All I did originaly was to add weight to the main fuse (left) that was missing. THen it went all wacky in flight, SO then I divided it and added it split between the 2 fuses. Still wacked, The right side was now really heavy. IP: Logged |
ArgonV Pilot
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posted 10-06- 03:23 PM
Spanky, I havent downloaded the planes yet, but I have an idea of what it might be. You see, that second fuse of the Bf-109 has its OWN inertia properties defined for it. You have to take that copied fuses inertia properties and cut/paste them to the parent fuse. See if that works...IP: Logged |
ArgonV Pilot
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posted 10-06- 03:52 PM
Another thing I realized. The reason why the view is centered on the main fuse is because the model was not repositioned in AC3d (or MAX) So you you have the same type of problem as the He-162. This is why it appears that the second fuse is rotating around the main one.P.S. Just downloaded it. IP: Logged |
Spanky the Mad Dog Pilot
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posted 10-06- 04:04 PM
Spanky here.... Argonv both fuses have the same inertia properties defined. Take a look at it and let me know if ya have any more ideas. I don't think i'm about to export the whole plane and then reimport it to get the view better. Also Its not that it seems to rotate around the one fuse. It DOES rotate around the one. what i mean is instead of a roll rolling around the center of the plane it rolls around the center of the original (left) fuse. And i think thats a weight problem
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wakeup tailgunner Pilot
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posted 10-06- 04:43 PM
I think you need to re-centre the whole thing. The origin of the model is centred on one fuse, not in the centre of the plane. All the moments of inertia, I presume, would be calculate drelative to the origin. This would not be a problem as long as only the fuse which was at the origin had mass properties. Pur weights into the other fuse, and they will seriouslt impact how the plane flies.
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Spanky the Mad Dog Pilot
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posted 10-06- 06:08 PM
Spanky here.... Good point WTG but even if i just double the weight in the Phylbs propertie in the original fuse it acts all wacky. Download it and try it out and you'll see what i mean. IP: Logged |
ArgonV Pilot
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posted 10-06- 06:35 PM
Spanky, Im telling you man you need to re-center the whole model in Ac3d. This is part of your problem. Right now, the "center" of your plane is the main fuse. (Which is why the second fuse DOES as you say rotate around the main one) The center needs to be where that middle wing is, and not the origonal fuse. Granted this will screw everything up, but once you reposition everything in OPS, you will be better off in the long run. The He-163 and the origonal P-39 have (had) this exact same problem.IP: Logged |
wakeup tailgunner Pilot
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posted 10-06- 07:33 PM
Re-centre is easy in AC3D!Load up the OL file Select All move to 0,0,0 ( then juggle it until the centre is where you want it - 0,0,0 isn't necessarily the right point but it's a good start! You really want the centre over the middle of the central wing ) Export OL Run OLC That should centre the mesh over it's central point. If it's a little off, you may need to do a little juggling, but it's worth it to get it right. That way, when you line up all your inertia boxes, they will be relative to the correct origin of the plane. It will work, and it will cure your problem. IP: Logged |
Nat Pilot
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posted 10-06- 08:17 PM
this is most definately a centering problem only. If you move a model backwards in AC3D or OPS its CoG gets moved, the CoG is always at point 0,0,0 so what you have is one fuse centred properly and the other well out of position, from what you've said above this is the only way to fix things IMHO~Nat~ IP: Logged |
Nat Pilot
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posted 10-06- 08:20 PM
p.s. thats all that needs doing to the He162, just move the nose and fuse backwards in max, then in ops reposition the wings etc, a simple thing on the 162IP: Logged |
Spanky the Mad Dog Pilot
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posted 10-07- 11:35 AM
Spanky here... K i need a bit more instructions then, Cause I don't even know what and OL is. I use max and I never touch extractor so this is all new to me. BTW if this all effects COG why can't you move the center of the plane in OPS>?
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wakeup tailgunner Pilot
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posted 10-07- 03:37 PM
O.k. An OL...If you use AC3D to model, the OL is something you need to know about! If you run hippies OL tools, when you run the SMD ( the replacement for extractor) you get an OL file ( extension .OL) and a bucket load of LOD files. The OL file is the replacement for the ASC file in extractor. AC3D can import an OL file, and this imports the whole model into AC3D. Every LOD is created in the correct position. When you export an OL from AC3D, you run SMC ( the replacement for builder) and it generates the .SM file from that and the LODs. It's actually harder to describe it than do it! To do this, you need: 1 registered copy of AC3D 1 copy of Hippies AC3D plug ins 1 copy of Hippies OL tools 250g self raising flower 1 large egg... If you are really stuck, send me the model and i'll do the shifting! IP: Logged |