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Author Topic:   Added realisim?
Razer
Pilot
posted 03-24- 03:14 PM     Click Here to See the Profile for Razer   Click Here to Email Razer     Edit/Delete Message   Reply w/Quote
During my late night plane making and when I normally get brainstorms for new ideas I got an idea for real feathered props. I figured if we could cut the blades off and add them to the spinner then we could add a DOF to the blades and have them work with the feather command to have real feathered props.

Well, after playing with this for awhile, it seems a child under the prop parent really isn't part of the prop. The blades don't hide when the fast prop kicks in.

I'm not an OP guru and don't claim to be. This feature maybe be possible with some fixes to the code but i'm not sure it can be done now. But like I said i'm not a guru. Maybe theres something i'm leaving out of the blades and not adding to the spinner.

I want this added to the B-26 when it's released. If someone would like to look over this more please do. I would really really like to see this in game.

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Tony "Razer" Martin
FS Hangar

[This message has been edited by Razer (edited 03-24-2001).]

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wakeup tailgunner
JAG
posted 03-25- 03:38 AM     Click Here to See the Profile for wakeup tailgunner   Click Here to Email wakeup tailgunner     Edit/Delete Message   Reply w/Quote
I found much the same when I made the spinners a seperate object to the prop on a P38. I wanted it for damage purposes, and it actually was a help for me! It seems the child objects remain untouched when it swaps models. What might be worth trying is to have a different fastprop with the child model. Maybe it looks for a match when it swaps. Never know!

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jedi
Pilot
posted 03-25- 10:35 AM     Click Here to See the Profile for jedi   Click Here to Email jedi     Edit/Delete Message   Reply w/Quote
Hmmm. If you only want to do it ONCE, this might work...

The prop is "virtual." It doesn't have to be "visible" but it does have to have a model with blades, and the orientation of the blades does seem to matter. So you need a "real" prop model. However, the VISIBLE model can be replaced, either with damage or by an obFunc.

You should be able to have a "feathered prop" model in the "closet" and replace the real one with the feathered one. I would think you could use a breaking DOF airfoil triggered by the feather key command, and when the DOF breaks, you could replace the "normal" prop with the "feathered" prop VISUAL model, while the "virtual" prop continues to act like it's supposed to. The fact that the feathered model's blades are feathered should then not matter, since you don't need them for "thrust" anymore.

Once you feather, there won't be any way to go back to the "unfeathered" model tho...

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--jedi--

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