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Author Topic:   Fire suppression, brake failure and flat tires
Raider
Pilot
posted 12-03- 04:09 AM     Click Here to See the Profile for Raider   Click Here to Email Raider     Edit/Delete Message   Reply w/Quote
The following link will download a zip with two files. The P51D.sm and a ReadMe.txt

P51D Test Plane

Below is the ReadMe.txt and it is long....

Let me know if you have any questions.

BTW this thing is a blast to fly in the 51 vs 51 mission. It has
Visible bullet holes
Gun jams
Radiator damage
Aileron damage
Engine fire and fire suppression
Brake failure
Flat tires

P-51D Test Plane
12-02-2000

If you have questions, please send an email to Raider at jamjr@zeus.chapel1.com

CONTENTS
=========
TO INSTALL
INTRODUCTION
THINGS TO TEST
FIRE SUPPRESSION
BRAKE FAILURE
FLAT TIRES
USING THE DISABLE FEATURE OF A DOF


TO INSTALL

1. Unzip to a temporary location. When unziped there will be a folder called "P51D Test" that will contain the "P51D.sm" and this "ReadMe.txt"

2. Copy the P51D.sm and paste into the following directory.

\FIGHTER SQUADRON\Media\Aircraft\P51D

3. Use Notepad to edit the \FIGHTER SQUADRON\Keyboard.inp file and add the following line.

cmdExtinguish1 = Alt 1

***That is Alt and the number one***


INTRODUCTION

This is simply a test plane (not even a beta) and is not part of the Online Standard. I am posting it to help show the Fire Suppression System, Brake Failure and Flat Tires.

The only engine damage is an engine fire on the first hit to the engine. For test purposes the engine is Fire Resistant. This allows you to test the system without having to be in a hurry. Without the Fire Resistance, you have to extinguse the fire quickly or the engine will explode.

I test in the following manner. I start the Training Mission to Take Off. Once the game loads, I press "s" to enter Slew mode, I get into postion so that I can shoot a certian part of the aircraft to test the damage to that part.


THINGS TO TEST

1. Shoot the engine to start a fire, then press Alt 1 to activate the fire suppression system. (The plane must be moving at least 60 mph for the system to work)

2. Shoot the right wing tip. You should see black smoke from the wingtip to indicate Brake Failure.

3. Shoot the left wing tip. You should see black smoke from the wingtip to indicate that the left tire is flat.

4. The aileron damage has been modified and left in using progressive obProb. So if you test this in a dogfight you may lose the use of ailerons.


FIRE SUPPRESSION SYSTEM

One shot to the nose of the aircraft (between the cockpit and prop) should start an engine fire. After shooting the engine area and starting the fire, from Slew mode, press F6 to hop back into the plane. Take off, in order for the Fire Suppression system to work you must have an IAS of at least 60 mph. Once you are airborne hold down the Alt key and press 1.
This will trigger the Fire Suppression System. You should see white smoke, followed by the flames going out and then black smoke for a short time.

How it works.
1. An object (Eng1Fire) was added as a child to the (engine).

2. An object (Eng1Ext) was added as a child to (Eng1Fire) The (Eng1Ext) has air properties and two dof's. One dof is used to disable the air properties until Alt 1 is pressed. The other dof has a Spring/Break so it will break and activate "onDetach".

3. When the (engine) is damaged to level 1, it calls an obExec/Func to (Eng1Fire) to start a "obSmokeTrail" with "smkFire" - Note - the fire originates from the (Eng1Fire) object, not the (engine)

4. When Alt 1 is pressed, it activates the dof in (Eng1Ext) that activates it's air properties. If the airspeed is over 60 mph it will break the Spring/Break dof. "onDetach" sends two obExec/Func to the (engine) one for White smoke (to appear as a fire extingusher), the other for Black smoke to trail for a short time after the fire is out. It also sends an obExec/Func to (Eng1Fire) to "obKillDelay 3" so in 3 seconds the (Eng1Fire) object dies and kills the fire.

Problems to be worked out.
If you press Alt 1 before there is an engine fire, it will show the white smoke (which is ok) but it also displays the black smoke. More importantly, If you press Alt 1 at the begining of a mission the (Eng1Fire) will be killed so that if the engine is damaged it cannot start the fire in it.

Solution for pressing Alt 1 at the begining of the mission. I will try adding another dof that will disable the air properties for the (Eng1Ext) until a fire is started. A simular system may work to disable the black smoke unless there is a fire.

Future features.
1. Add obProb so that the Extingusher may not work every time.
2. When the normal engine damage is added back in it will also call engine fires located on the (engine) so the Extingusher cannot put these fires out.
3. Add another air property object that is activated when a fire starts on the (Eng1Fire) object that can be detached at high speed. That way if the Extinguisher failed to put out the fire you may be successful by going into a high speed dive.


BRAKE FAILURE

Shoot the right wing tip. You should see black smoke from the wingtip to indicate Brake Failure.

How it works.
1. The (leftWheel) was copied and pasted back to (leftGearPiston) then renamed to (LWBrakeFail)
The same was done for the right wheel.

2. For the two new wheels the "tireBrake" property was deleted and in their "obBodyPts" the "ptTireABS" property was deleted. "obHidden" and an "obFunc" to "obKillDelay .1" were added.

3. In the parent object (P51D) an obExec/Func was added called "BrakeFailure" This sends obExec/Func to the (leftWheel) and (rightWheel) to "obKillDelay .1" and to "obUnhide" the (LWBrakeFail) and (RWBrakeFail) wheels

4. To actavite the Brake Failure use "onDmg" from any object (right wingtip in this case) to send the obExec/Func "BrakeFailure" to (P51D) This will kill the existing wheels and unhide the two wheels that have no brakes.


FLAT TIRES

Shoot the left wing tip. You should see black smoke from the wingtip to indicate that the left tire is flat.

How it works.
1. The (leftWheel) was copied and pasted back to (leftGearPiston) then renamed to (LWFlat)
The same was done for the right wheel.

2. In the parent object (P51D) the "vehTire" property was edited to include "LWFlat" and "RWFlat" If this is not done the brakes will not work on the new wheels.

3. In "obBodyPts" the "ptTireRadius" was edited from "1.265" to ".7" This allows the tires to sink into the ground a little and appear to be flat.

4. The dof was moved up one notch (one press of the up cursor key) This made the wheel off-center and makes the plane wobble when it rolls at low speed (1 to 10 mph)

5. The "LWFlat" and "RWFlat" were moved up one notch (one press of the up cursor key) This keeps them from touching the ground until the "leftWheel" or "rightWheel" is killed.

6. Add obHidden to both new wheels.

7. In the parent object (P51D) two obFunc was added called "LeftTireFlat" and "RightTireFlat" When these are called they will first send an obExec/Func to (P51D) to "BrakeFailure", this kills the two original wheels. Then if it is a left flat an obExec/Func is sent to the (LWBrakeFail) wheel to "obKillDelay .1" this kills that wheel on that side and allows the (LWFlat) wheel to contact the ground and it is unHidden.

***The reason the "BrakeFailure" was called is so that now only the Flat tire has a brake. When you try to apply the brakes the plane will pull to that side.

8. To actavite the a flat tire use "onDmg" or "onDetach" from any object (left wingtip in this case) to send the obExec/Func "LeftTireFlat" to (P51D) This calls the "BrakeFailure" to kill the original wheels, then Kills the (LwBrakeFail) wheel and unHides the (LWFlat) wheel

Future features.
1. Add resistance to the roll of the flat tire, so that it pulls to that side, even when the brakes are not used.
2. Activate a flat tire if you land too hard.


USING THE DISABLE FEATURE OF A DOF

The oscBeginDisable feature only works if the dof has been activated and returned to it's begining. This does not help if you want to suppress the air properties of an object so it does not detach until you call for it using a key command. It is ok if you start on the ground and can call the command and reset it to the begining before the plane starts to move, but if you start in the air, the air properties are active when the game starts and will brake before you can call/reset it. Here is the work-around.

Instead of using oscBeginDisable, I used oscEndDisable. I gave the dof a "Max .1" and an "oscRuntime .01" That means that when activated it only takes 1/100th of a second to move to it's end.

Then I added the key command to activate the dof "cmdExtinguish1" to the properties of the parent object (P51D) This way as soon as the game loads the "cmdExtinguish1" is activated and moves the dof to it's end in 1/100th of a second and it is oscEndDisabled, so the properties are disabled at this point. To activate the properties, just press the key command to activate "cmdExtinguish1" which was "Alt 1" As soon as the dof starts to return to it's original position it is no longer disables and the properties work again.

[This message has been edited by Raider (edited 12-03-2000).]

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Nat
Pilot
posted 12-03- 08:15 AM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
Raider, this sounds great! Now I gotta ask a question... Can I rip into the 51 and "steal" some stuff for the Sturmovik? I'm trying to add evey piece of new tech that we've discored and all this sounds very cool!

I've got the armour plating working got Condors latest engine DM, and thats really wicked, I've got a couple more things I want to add, but all this just needs to be in there!

Let me know, but this is very cool

~Nat~

------------------
7./JG3 "Naturlich"


"SDOE... What and where would you like to fly today?"
http://members.nbci.com/naturlich/index.htm </B>

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Raider
Pilot
posted 12-03- 12:55 PM     Click Here to See the Profile for Raider   Click Here to Email Raider     Edit/Delete Message   Reply w/Quote
Nat, by all means, go right ahead, that is why I posted it

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wakeup tailgunner
Pilot
posted 12-03- 01:48 PM     Click Here to See the Profile for wakeup tailgunner   Click Here to Email wakeup tailgunner     Edit/Delete Message   Reply w/Quote
Raider... just 2 things to say about this..

First...it's great!

Second...you've explained how you did it, and how anybody wanting to use these ideas can do it too!

I really like the idea of the flat tyres and brake failure. The concept of trying to land a B17 with flat tyres or no brakes should be fun!

Even more fun would be carrier landings with no brakes!

I can see the fire extinguisher idea being relly good once the bugs are knocked out of it. You seem to have all the bases covered though, and that is good to see too.

The only qusetion I have is with a milti-engine lay-out. Can we have 4 keys to operate 4 extinguishers? Are there enough spare keys to use?

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Raider
Pilot
posted 12-03- 02:04 PM     Click Here to See the Profile for Raider   Click Here to Email Raider     Edit/Delete Message   Reply w/Quote
Funny, wt, I thought you may be interested in this when I was working it. I would also like to see the flat tires and brake failure on your B-17 (it is a blast to land even the Mustang and find out you have no brakes and try to not hit the fence at the end of the runway - finally have to cut engine and try to spin circles untill it stops)

I hope to have the fire suppression ready for you soon. I would be happy to help where I can.

Yes this will work with multiple engines, such as

Eng1Fire
Eng2Fire
Eng3Fire
Eng4Fire

and

Alt 1 to extinguish fire on engine one
Alt 2 to extinguish fire on engine two
etc.

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Snickers
Pilot
posted 12-03- 02:18 PM     Click Here to See the Profile for Snickers   Click Here to Email Snickers     Edit/Delete Message   Reply w/Quote
Cool Raider, thanks! I am sure that some or all of this will end up in the PBY.....

Speaking of spinning circles, I have always felt the gear are just a touch too strong when subjected to lateral forces. If you get the plane going sideways over (insert number here) the gear should fold....) I am not a DM innovator so I thought I would through this out....

[This message has been edited by Snickers (edited 12-03-2000).]

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wakeup tailgunner
Pilot
posted 12-03- 06:22 PM     Click Here to See the Profile for wakeup tailgunner   Click Here to Email wakeup tailgunner     Edit/Delete Message   Reply w/Quote
Could you make a second set of Dof's with a lateral axis, so that too much sideways force would bend or break the gear?

You could make it so that gear collapses if you swerve to hard to one side. I always felt that big birds would tend to fold there gear, whilst lighter planes would be more likely to tip over. Especially ones with narrow gear like a Spit!

Anyway, I am currently throwing together a 'Test' B17, to which I will be adding all the DM stuff so far. I have been hitting some grief with the new model interior, and just can't get it looking good.

So, as with all such tricky situations, I need to take a step back, and look at something else.

So, I want to build a B17 with the following:

Fire Extinguishers, Flat Tyres, Brake failure, New engine DM, New engine nacelles (from the revised model) with motors/cowls seperate, and if I can sort out the mystery of the collision detection, the seperate nose and tail. Also, since Nat has been doing dome kick-ass stuff with 'armour plates', I want to try and use some of this. The plan is to take some of the fuse polys, seperate them, give them a damage LOD and then have them unhide to reveal damage. Holes in the fuse are the aim here!

I may cop-out on the nose bit, and just have the nose glass blow out. I will, however, make damn sure that all the crew positions can be shot up and the crew-man killed.

Crew models have now arrived from FJ's training depot, eager to climb aboard a B17, and get shot at for their country!

PHEW!

Do me a favour! Stop coming up with good ideas! I can't keep up!!!!!!

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Nat
Pilot
posted 12-03- 08:47 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
Hey TG, I'll send you over the IL2 with my notes on what needs to be done next, you'll like it I'm sure, and it'll help having us both work on these things cause my list of enhancements is long.. LOL

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Nat
Pilot
posted 12-03- 09:23 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
Hey TG, mail me will ya, I can't find your address and the one from the board just got returned

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wakeup tailgunner
Pilot
posted 12-04- 04:48 AM     Click Here to See the Profile for wakeup tailgunner   Click Here to Email wakeup tailgunner     Edit/Delete Message   Reply w/Quote
Mail is on it's way Nat!

Then it's time to compare notes! I can see a showcase model for all the DM stuff will be pretty essential now! See if I can't get project B17 rolling again!

Having had a long soul searching session, I have found a direction for project B17. I won't do it all straight away, since I think it was too big a chunk to bite off single handed, but there is a lot of stuff there I can use now. When that is done, I will learn a little more about cockpits, and the art of decent textures, and then have another go at getting the fuse to look right.

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Pete Hawk
Pilot
posted 12-05- 02:16 PM     Click Here to See the Profile for Pete Hawk   Click Here to Email Pete Hawk     Edit/Delete Message   Reply w/Quote
Raider,

Great job! I LOVE the flat tire! So cool. Also the fire extinguisher is brilliant as well. Keep up the great work!

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Raider
Pilot
posted 12-15- 11:44 PM     Click Here to See the Profile for Raider   Click Here to Email Raider     Edit/Delete Message   Reply w/Quote
Pete, just wanted to say thanks, that means a lot coming for the master

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wakeup tailgunner
Pilot
posted 12-18- 06:16 AM     Click Here to See the Profile for wakeup tailgunner   Click Here to Email wakeup tailgunner     Edit/Delete Message   Reply w/Quote
this stuff is so cool on a B17!

Haven't fully implemented the fire extinguishers, but U had my furst try at landing a B17 with no brakes!

The only warning was a white smoke trail from the inner nacelle, must have been brake fluid.....

set her down neat and tidy, hit 'B' ......

AAAAAAAARRRRGGGGHHHH *&%^%^^$^ CRUNH!!!!!!!!

Doesn't take much kill a B17. 100 mph into a Hangar does the job a treat!

another major leap forward in making this sim such fun to play!

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