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Author
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Topic: Pucher props??? how can i make them work?
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Biggles3 Pilot
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posted 03-23- 08:56 AM
Ok guys i have to let my little secreat out now. i an making a do335 ( twin engine fighter with a push/pull arange ment. I have the fuse modle just about done using SVs great notes (thanx SV ) it is looking quite good. but there is 1 thing that is bothering me, the pusher engine at the back. 2 things need to be done wi th this. 1. it must be ajectable. as the reel ones were so if the pilot had to eject he did not get chewed up in the prop. 2. how will this work(the tractor engine) will it be an engine facing backwards or will it be a invisable engine facing forward with a modifed prop to look like the real thing. If any bodt has any ideas about this then please come forward. This part of the project is along way away but i just wanted to ask .IP: Logged |
Pachy Pilot
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posted 03-23- 09:38 AM
Yes it is possible, check the engBackwards and propBackwards properties in the OpenPlane specification document. Errr... you should probably use only one of them  IP: Logged |
wakeup tailgunner JAG
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posted 03-23- 12:17 PM
I built a rough and horrible version of this way way back when I was learning OPS. The eng backwards tells the motor to spin the other way, while prop backwards effectively tells it that the prop is facing the other way as far as it's airfoils are concerned. What you want to try and do is to make the rear prop prop-backwards, and then play with the engine backwards. Get it right, and the 2 motors should spin to counteract the torque. This was what was done on the real thing, Get it wrong, and the plane will try to roll a lot, and exhibit nasty ground handling too!!!! Also, watch out for grounding of the rear prop! You really want to make sure you put a tailwheel down there when you are testing to take the load. I really don't know how the pilots coped with takeoff's for real. There ws no skid or wheel on the cruciform tail! p.s. If you make the Zerstorer variant, it was VERY well armed !!!! hint hint... IP: Logged |
Biggles3 Pilot
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posted 03-23- 01:57 PM
thanks guys that helps alot. but i am having a few problems when i exportt the modle into opps. It ahs a load of little tryangles missing from it but in ac3d it looks fine???------------------ WHATCH YOU TAIL;) IP: Logged |
ArgonV Pilot
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posted 03-23- 02:21 PM
Look at the Dh2 for this. (At Svs WWI site) Keep in mind its not the new one Ive improved upon.  IP: Logged |
Nat JAG
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posted 03-23- 04:50 PM
You MUST have bot engBackwards specified when propBackwards is used.So, as Tail said, you should put 2 engines on her, the one at the back should have enfBackwards in the engine, and propBackwards in the prop. The front engine should be a normal engine. I'm not sure on detaching an engine when the pilot ejetcs, it can be done, but I've not quiet got the code worked out yet IP: Logged |
wakeup tailgunner JAG
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posted 03-24- 03:46 AM
you can detach just the prop easy enough. The latest B17 has this. You put a simple function in the prop code that had just an obDetach in it. Then you can call this from anywhere.If you did the same with the canopy, you could blow them together. Maybe with a keypress. Not sure how you would link it to the bailout though! p.s. on the triangle thing...if you are using the LOD import into OPS, that will cause it! I use OL to break down a model, export the LOD from AC3D to overwrite the LOD from the OL file, and re-build it. No holes! IP: Logged |
Biggles3 Pilot
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posted 03-24- 07:39 AM
I use OL to break down a model, export the LOD from AC3D to overwrite the LOD from the OL file, and re-build it. No holes!WHAT??????? 
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wakeup tailgunner JAG
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posted 03-25- 03:44 AM
O.K. in a bit more detail !step1: Run SMD on the SM file, to get an OL file and lots of lods. Step2: do the AC3D thing, and make you new model parts. Step3: Centre the object ( move to 0,0,0 ) and prepare for export.... Step4: Check on the HTML file that lists the model parts, and find the number of the lod you want to replace. Step5: Export your new lod to that lod name, which will be [OLname][lod number] and replace it with your new part. Step6: Re-build the SM file by running OLC. Your new lod should look exactly as it did. If you still get disappearing triangles, it means bad polygons in the model. If you imagine laying a flat plate over your polygon, it must be able to touch ALL the vertices. If you build a polygon where this can't be done ( virtually speaking ) then the game will not render it. Holes are the result. Mind you, I find OPS usually does render them, and they disappear in game! If you still have problems, mail me the AC3D file and the SM, and I'll get the pieces in. Try the above first though, coz if that works, you are sorted! IP: Logged |
Biggles3 Pilot
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posted 03-25- 10:00 AM
step1: Run SMD on the SM file, to get an OL file and lots of lods.whats SMD and whats an OL file? Step2: do the AC3D thing, and make you new model parts. Ok i can do that bit. Step3: Centre the object ( move to 0,0,0 ) and prepare for export.... and that bit. Step4: Check on the HTML file that lists the model parts, and find the number of the lod you want to replace. you have lost me again on this bit. Step5: Export your new lod to that lod name, which will be [OLname][lod number] and replace it with your new part. Step6: Re-build the SM file by running OLC. Your new lod should look exactly as it did. If you still get disappearing triangles, it means bad polygons in the model. If you imagine laying a flat plate over your polygon, it must be able to touch ALL the vertices. If you build a polygon where this can't be done ( virtually speaking ) then the game will not render it. Holes are the result. Mind you, I find OPS usually does render them, and they disappear in game! dont have a scooby what thst is about.
------------------ WHATCH YOU TAIL;) IP: Logged |
wakeup tailgunner JAG
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posted 03-25- 01:52 PM
o.k.That last post tells me a lot! Right....lets take it from the top! Get hold of Hippie's OL tools, version 9. If you can't find them, I can mail them to you. This will give you the SMD program and the OLC program. These are updated versions of the old Builder and extractor programs. You take an SM file, run SMD, and it breaks up the model into an HTML file, which lists the components, and is basically a reference file to tell you what everything is. You also get a file with an OL extension. This is the guts of the model, all the texture ref's and is the blueprint for the model. Lastly, you get a whole bundle of LOD files. If you want to build plane X on a base of plane Y...split Y up into lods, and then export all the pieces pf X into the corresponding pieces on plane Y. This allows you to replace the lod files. When you run OLC, you are effectively re-buildign the plane from the parts you broke it up into, only you will be using all your new model lods. It's a lot easier to do than to explain!!!!! It's the only reliable way to do it with AC3D! IP: Logged |
Biggles3 Pilot
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posted 03-26- 01:01 PM
ok grabbing them now. thanks for your help.------------------ WHATCH YOU TAIL;) IP: Logged | |