posted 03-23- 01:14 PM
I didn't see anything that clearly stated this in the OP docs or tutorials so:1) For the CG reference of an inertia box:
Is 0,0,0 always assumed to be the physical center of the inertia box or is the origin assumed to be at one of the corners?
2) Why are cylindrical inertia boxes not used more for the fuselages?
3) Are the weight of the guns added automatically? I was thinkng about adding a hidden part with mass properties where the guns in the wings are mounted to get better weight distribution.
3) Can you put a tank in each wing and call them both Main for the fuel source?
4) Just to make sure:
Default reference
Z axis- vertical axis with positive #'s above the origin.
Y axis- horizontal left to right axis with positive nembers to the right of the origin.
X axis- "view" axis. Runs perpendicular to the YZ plane with positive numbers on the section running towards the viewer.
Reason I ask is Real3D uses a different axis sytem. I've used it for so long it gets me screwed up when using a different axis configuration.
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"Where'd he GO!?!?"
thunk-thunk-thunk-zing-OUCH
That answered my question