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Author Topic:   Position of the airplane
Gustavo
Pilot
posted 05-31- 07:34 AM     Click Here to See the Profile for Gustavo   Click Here to Email Gustavo     Edit/Delete Message   Reply w/Quote
As I indicate in Open Planes the horizontal position of the airplane with regard to the floor, when it begins in Take-OFF?

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Sv
JAG
posted 06-03- 07:20 AM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
Look for this prop list on your main aircraft part:

(obWheels -0.545615,0.872819,-0.590525 0.545837,0.872819,-0.590525 -0.00596728,-2.29995,-0.124688)

This defines where the wheels touch the ground so the aircraft knows where to start... set the coords the same way you set collision points

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-Sv

Wings with Wires

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Gustavo
Pilot
posted 06-05- 02:43 PM     Click Here to See the Profile for Gustavo   Click Here to Email Gustavo     Edit/Delete Message   Reply w/Quote
quote:
Originally posted by Sv:
Look for this prop list on your main aircraft part:

(obWheels -0.545615,0.872819,-0.590525 0.545837,0.872819,-0.590525 -0.00596728,-2.29995,-0.124688)

This defines where the wheels touch the ground so the aircraft knows where to start... set the coords the same way you set collision points


Thank you Sv for their answer. I have found the obWheels value, but, I am not able to find the values of the collision to that you make reference. ¿where they figure exactly?

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Sv
JAG
posted 06-06- 09:10 AM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
Look here Gustavo:

http://www.wingswithwires.com/chickencoop/SE5a/docs/contact.htm

I use AC3D to calculate the collision point coordinate values. Here is how I find the wheel values to position the aircraft on mission start:

Use Hippie's tools to import the entire aircraft into AC3D. Now edit the fuselage LOD for your aircraft by adding 1 new vertex where each wheel would contact the ground. Now just note that vertex coordinate in AC3D, for this you will get the three coordinates to use in the onWheels prop list.

The trick is that the coordinates need to be relative to your root level object - in most all cases that is the main fuselage.

I think this is the way it works... I am going from memory here, I hope I am right

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ArgonV
Pilot
posted 06-06- 11:58 AM     Click Here to See the Profile for ArgonV   Click Here to Email ArgonV     Edit/Delete Message   Reply w/Quote
Also if you take a part that you know is centered in a 3d program, you can move that part in OPS to where the bottom of the wheel is, (Make sure you use the center of that part as a reference point and not the top, bottom, or sides) write down the corrds given in the lower right hand corner of that object, and then do that for all the wheel and use those for the obWheel coords.

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