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Author
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Topic: Modifying the physical size of an engine?
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Condor Pilot
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posted 12-08- 09:31 AM
Hi all,Some a/c engines actually have a very tiny and narrow engine placed inside the fuselage or overall engine area, thus making it very hard to hit with a bullet, and therefore very hard to utilize engine damage effects. There are ways around this. I was wondering though if it might be easier to just increase the physical size of the engine? Can I do this with OPS or do I need a program like 3d max? Thanks, ------------------ Condor out IP: Logged |
jedi Pilot
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posted 12-08- 11:57 AM
Just change the size of the inertia boxes/cylinders in OPS. My engines are usually cylinders. Just vary the radius properties and use the Inertia Tool to view the "virtual size" of the engine. Once the engine's inertia cylinder protrudes outside the fuselage, you can damage it directly.Same for fuel tanks. Or oil tanks. Or the hydraulic reservoir. Maybe even the pilot's body, but I haven't tried that yet 
------------------ --jedi-- IP: Logged |
Tailslide Pilot
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posted 12-08- 12:04 PM
If you want to change the size of the object for hit detection you will need a 3d editor.. unhide the engine and you will see it has a 3d object that goes outside of the fuselage so that it can register hits. TS IP: Logged |
Zurawski Pilot
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posted 12-08- 12:05 PM
Actually you need to import a new "pysical polygon" representation in to do this... Modifying the inertia box only affects the CofG and the overall flight-model. (of which I'd be very pissed about, considering the time it takes to do FM's) IP: Logged |
jedi Pilot
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posted 12-08- 12:40 PM
Oops you're right, now that I think about it My engines and fuel tanks are in fact 3D shapes that are bigger than the fuselage and obhidden.Depending on the fuselage shape, you COULD do this without a 3D editor, by copying the engine object (unhide it so you can see what you're doing), and pasting it to itself. Then MOVE it slightly so that it "pokes through" the side or top of the fuselage. Call the new object "cylinderBank1" and use it to accumulate damage to trigger engine damage functions, but delete its actual "engine" properties. Make a second copy to poke out the other side of the fuselage, "cylinderBank2." P.S. the only inertia boxes I've modified so far are for the Corsair, so relax Zur--and you're welcome to fix those for me whenever you like 
------------------ --jedi-- IP: Logged |