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Author Topic:   Help! Ground loop!
jedi
Pilot
posted 01-18- 01:29 PM     Click Here to See the Profile for jedi   Click Here to Email jedi     Edit/Delete Message   Reply w/Quote
OK, the Corsair flies OK. It looks OK. It takes off. It lands. The guns shoot. The hook drops. BUT, it gots wobbly wheels. No matter what I do, I can't get the wheels to roll "straight." The basic axis for the DOF is a simple (1,0,0) which should point directly to the side. I can get the wheel positioned pretty much exactly at the axis, but for some reason I can't get the wheels to rotate perpendicular to the axis. OPS doesn't seem to be capable of "fine" enough adjustments for me to get em straight.

A possibly related problem is that, on landing, once the plane slows below about 80 mph or so, it immediately slews around 180 degrees and stops! Now, that might be good for making sure I can land on the carrier, but it's not real realistic It does basically the same thing if you push up the power for takeoff and then pull it back to idle at about 50 mph. If you leave the power up you can keep it straight with the rudder for the takeoff, but if you try to just "taxi fast" it'll slew around and stop.

Any ideas?

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--jedi--

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Zoycite
JAG
posted 01-18- 05:25 PM     Click Here to See the Profile for Zoycite   Click Here to Email Zoycite     Edit/Delete Message   Reply w/Quote
I dont know about the wobbly wheels, but I have seen the 180 and stop thing. For me atleast it was that the only one of the wheels was turning. It seem to have lost its DOF. I simply fixed the DOF and the problem was fixed.

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Zoycite {GS}
GUNSLINGERS

visit The War Paint Factory

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Bryan Russell
Pilot
posted 01-18- 07:23 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
Jedi: This is a problem thats been discussed on another thread and it has to do with one of the D3D functions OPS uses that can't handle too much difference in rotation between parent and child models when I ask it to get me the orientation. BTW DOF's are actually relative to the parent so it may not be a simple axis.

I had the same problem and I fixed it by taking all of the orientation out of the Wheels parent and grandparents, and putting the rotation in the mash instead of the Model matrix.

If you get B1.1.1 of OPS It should have a reset XForm button which will help get rid of the strut and piston rotations. If this doesn't make sense let me know what I've turned into gobbledegoop.

Bryan

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jedi
Pilot
posted 01-18- 08:18 PM     Click Here to See the Profile for jedi   Click Here to Email jedi     Edit/Delete Message   Reply w/Quote
Hehe OK Bryan, that was...ah...aimed somewhat above my head I think

I do have B1.1.1, but have been using the non-beta for most work. I can play around with it some using the xform thing.

Is it possible to make the wheel's parent the strut instead of the airplane?

P.S. both wheels are turning visually...

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--jedi--

[This message has been edited by jedi (edited 01-18-2000).]

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Bryan Russell
Pilot
posted 01-19- 04:54 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
The wheels parent should be something like leftWheelStrut (or something) and its parent will be leftWheelPiston, which is in turn attached to the wing. I may have those around the wrong way, but the principles the same.

To try and explain my techo babble above:

There are two ways to get the right rotation in parts on a aircraft:

1) Make it anyway you want in AC3D/Max etc and then rotate it in OPS to get it to look right.

2) Setup the rotation in AC3D/Max so that it doesn't need to be rotated in OPS


For things like wings and airfoil like objects, the angle of a part effects the way things fly, so the best option for this is (1), probably lose the "Make it anyway you want" statement though since the angle the wing is rotated and the visuals need to be considered, but the point is that things like wings need to have some rotation defined in OPS to get the aerodynamics right.

For static objects (aerodynamics wise) such as the wheel struts and pistons, it really doesn't matter how much or little rotation is included in the part in OPS. So IMO the best way to make these things is to do all of the rotation in AC3D/Max so that it imports into OPS looking good without the need for rotations. Normally this would only be a personal preference of mine, but becuase I have a bug with OPS that can't handle setting the DOF's when parent models are rotated too much, this is probably mandatory, for the short term at least, so that you can use OPS to do your DOF's.

As I said, I had almost exactly the same problem you're having, but doing as above solved it for me. The new align dof tools in B1.1.1 also have problems with the rotations, so once you sort this out you should be able to get precise alignment on axis and origin using these tools.

I hope thats more understandable.

Bryan

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jedi
Pilot
posted 01-19- 06:50 PM     Click Here to See the Profile for jedi   Click Here to Email jedi     Edit/Delete Message   Reply w/Quote
Hmmm. I can't seem to find any "align DOF" tools in OPS 1.1.1.

Suppose I built a part in AC3D, and then rotated it in OPS. If I then import that part back into AC3D, will it have the rotation, or not? If I rotate that same part in AC3D, will it then look "rotated" in OPS, or will OPS remember its prior orientation?

Hehe actually I'll probably know the answer by the time you get back to me, but humor me anyway

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--jedi--

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Bryan Russell
Pilot
posted 01-20- 05:59 AM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
Well maybe it isn't in B1.1.1, perhaps it's the one I'm working on at the moment (is that a red face?)

When you rotate something in OPS you are adjusting the tranformation matrix (the transformation matrix defines position, rotation, and other transformations), not the actual vertices etc in the Mesh/LOD. As I understand it, AC3D adjusts the vertices when you rotate, at least thats the effect on the exported .LOD file / .ASC file.

So... if you export a part from OPS that you have done some OPS rotating in, it will not be seen in AC3D. If you apply some rotation in AC3D and re-import it, you will see the rotation applyed in AC3D added to the rotation applyed in OPS. If you look at the bounding box of a selected part it can tell you how much rotation is in both Matrix and Vertices.

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jedi
Pilot
posted 01-20- 06:45 AM     Click Here to See the Profile for jedi   Click Here to Email jedi     Edit/Delete Message   Reply w/Quote
So the next question I have is, "how do you get RID of any rotation you introduced in OPS?" As an experiment, I imported the landing gear from the P-51, which is "perfect," to the Corsair. This helped some, but the previously perfect P-51 gear NOW had some "wobble" to it, apparently "absorbing" whatever rotation I had previously put into the Corsair wheels.

Is there a way to align things manually in the text file, i.e. some trick with the vertices to make sure the wheel is actually pointing "straight" forward? The only vertex information I can find in OPS itself appears to be related to the centroid of the wheel and the size of the cylinder it makes.

I can do the Mustang-import thing to get rid of most of the wobble, but it's just irritating to be unable to get it right

I suppose I COULD import ALL my Corsair parts into the Mustang model, being particularly careful with the gear, but that's almost like starting from scratch...

What if I just delete the LODs for the gear completely, insert blank models, and then import known "good" LODs like those from the P-51?


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--jedi--

[This message has been edited by jedi (edited 01-20-2000).]

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Sv
Pilot
posted 01-20- 06:47 AM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
From what I have seen with AC3D it is best to:

1. Always have the object in AC3D aligned with the x,y, or z axis. DO get it facing the right direction though. Use the rotate command under the edit menu - type in degress (+/-90) and axis.

2. Rotate as needed in OPS. Most parts should not need rotation - wings need dihedral though. I also rotated my windshield back for my SE5a.

Doing this makes AC3D editing of parts posible. If parts like wings become rotated in AC3D it is IMPOSSIBLE to edit that part! Also, how would you get it to the correct angle? Also note that flaps/ailerons are both imported level with the wing. Then position them relative to the wing. Now rotate the wing into the correct dihedral and the flaps/ailerons will rotate with the parent.

If you look at the shipping SDOE planes you will see that almost every part is straight on one of the axis. The only exception is for strange diagonal parts like the inner wing struts and wheel struts on the Fokker DR1 - these objects don't have an easily discearnable face. These parts tend to be built on an axis parallel to the fuse object or something.

Why is this? Because 3D aps like AC3D rely on top-side-plan view editing, so you need to object to have flat edges along axis in order to select vertecies for editing.

This is one big reason not to build your whole plane in AC3D first and try to export each object after.

Ever try and break your wing into a top half and a bottom half? In AC3D this is impossible unless the wing is not rotated. This is why I had to rebuild my SE5a from scratch in order to texture the top and bottom of the wing with seperate textures.

How about the other 3D aps (3DSmax, etc.) - is this an issue for those programs? Any other insights on the modeling process? This is interesting...

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-Sv =FC=

WWI in SDOE!

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Pete Hawk
Pilot
posted 01-20- 08:36 AM     Click Here to See the Profile for Pete Hawk   Click Here to Email Pete Hawk     Edit/Delete Message   Reply w/Quote
Bryan,

You touched a little bit on something that concerns me bigtime. When importing a wing into OPS, if I have to do ANY rotation to it I always end up fudging the flight model, and it's hard to fix it as well. So, what I do is export a wing, for example the left Me262 main wing. I then import it into Max as an Obj file, look at it's rotation, and build my new wing. I position my new wing's wing root at the SAME point in space (that same axis I should say instead), and then I delete the 262 wing and export the new wing obj. When importing it back into OPS, if it's not perfectly aligned and req's me to move it, I go back to my previous Obj file in Max, move it more according to what I just saw in OPS, and then export it again.

This is the ONLY way I've been able to keep the FM rock solid stable. We all saw what happened with the Go229, it flew horribly and even to this day, still is whacked pretty bad. So for my F-14 and F-15's the FMs are solid (expcept when the 14's wings are swept back... I need to align left and right dofs perfectly for perfect high speed flight). Right now left wing swept back is a little higher than right wing, so it's hard to keep level.

Anyhow, my entire point is that I wish there were an easier way to deal with importing wings, and not worrying about fudging FMs. But for now I don't see any other way. (That too explains why some of my objs don't have the proper center pivot points, because I didn't want to throw the fm off).

Hope this all makes sense.

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Sv
Pilot
posted 01-20- 09:12 AM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
Pete,

Are you talking dihedral rotation or incedence angle? Minor incedence tweeks can be made via an FM setting on the wing without changing rotation of the model. What rotation are you talking about?

-Sv

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Tailslide
Pilot
posted 01-20- 11:59 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

Pete, export your wing flat to the horizon then rotate it after you get it into OPStudio.

You can automate this process by rotating the wings level in max, then picking align pivot point to world then rotate them back.

TS

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________________________
TS Aircombat

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Pete Hawk
Pilot
posted 01-20- 03:31 PM     Click Here to See the Profile for Pete Hawk   Click Here to Email Pete Hawk     Edit/Delete Message   Reply w/Quote
Sv, both.

Tailslide, I'm truly not following you. Could you explain more?

While in OPS importing a wing, unless I don't have it prealigned in Max I always fudge the FM when positioning it in OPS. Oh, I just realized what I've been meaning to say before. It'd be very cool if you could import an object (a wing in this case) on one side of the model in OPS and have the other wing upon import match the exact position of the first wing, except on the opposite side! This would also be great for elevators/hz stabs as well.

Without telling me how to do it, just explain how you guys import into OPS to keep the FM good and working well. That'll probably help me.

The Tomcat does have a difficult wing position with the anhedral and the fact that they are swept a little as well. If I can position a wing without moving the inertia boxes, well, I didn't know that. Also I've heard about sizing inertia boxes with the mouse, but I've yet successfully do this. How does sizing work?

Thanks for the help!!

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Bryan Russell
Pilot
posted 01-21- 12:24 AM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
Pete,

I know that OPS is very weak when it comes to accuracy of positioning and rotation, and it would take a large amount of work to add all of those little nicities. This is why I am concentrating on scripts etc that not only import meshs from MAX, but also position and rotation. (sorry AC3D guys)

The things you speak of can easily be done acheived in MAX, and once I get the import right they will be pulled into OPS and hence OpenPlane.

I had hoped to release what I have so far, which actually does this using a OBJ and a MAXScript, but the problem is that it requires certain setup in MAX for it to work, so I wanted to write detailed instructions to stop the certain flood of questions.

Problem is I'm really busy at the moment so what I might do is release it as a "Downloader beware" thing for the moment.


Bryan

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Pete Hawk
Pilot
posted 01-21- 03:12 AM     Click Here to See the Profile for Pete Hawk   Click Here to Email Pete Hawk     Edit/Delete Message   Reply w/Quote
Thanks for the info Bryan! It's so great that you care!! Keep up your awesome work.

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Tailslide
Pilot
posted 01-21- 12:20 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

Pete, you only need to to this once:

-rotate your wings level to the horizon in max
-select the wings
-in the heirarchy tab pick "affect pivot only"
-pick "align to world" to align the pivot axis to the world
-rotate the wings back to whatever angle they were in the first place when attached to the plane.

Now when you export into OPStudio the wings will come in so they are level with the top and bottom of the yellow bounding boxes. Rotate them so they line up with the plane.

Doing this causes the flight model to model the dihedral of the wings.

TS

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jedi
Pilot
posted 01-21- 02:31 PM     Click Here to See the Profile for jedi   Click Here to Email jedi     Edit/Delete Message   Reply w/Quote
Hmmm, I left a topic about wheels in here somewhere...

Problem solved, once you guys explained the nature of it. Had to delete the LODs for my landing gear in their entirety, then copied the "good" main struts from the P-51. That "dragged" all their "children" (pistons, wheels) with them, properly aligned, into the Corsair. As long as you don't rotate the wheel DOFs separately from the struts, they'll stay properly aligned, no matter what you do to the struts themselves in OPS.

Then just a little nipping and tucking to make the Mustang struts look like Corsair struts, and I'm back to where I was a week ago only with straight wheels

She still pulls into a 180-degree skid and stops anytime you try to go above about 20 mph or below about 60. Makes the middle of the takeoff roll pretty challenging, but landings are REAL easy

I THINK I may have a body vertex from the "hidden" body parts contacting the ground and keeping the tailwheel from making "good" ground contact. I can see the tailwheel turning at first, but with any speed at all, it seems to stop, which I suspect means it's not doing anything to help me go straight, at a speed where the rudder doesn't work well yet. I've noticed if I rev the engine, I can use prop blast to flick the tail around, but once I back the power off, the fuselage has a mind of its own.

Right now I have the options set to couple the tailwheel to the rudder for steering. Any opinions on which way works best?

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--jedi--

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Whirlwind
Pilot
posted 01-21- 02:53 PM     Click Here to See the Profile for Whirlwind   Click Here to Email Whirlwind     Edit/Delete Message   Reply w/Quote
It might be something like the tail is getting enough lift to make the tail wheel loose contact with the ground, but the speed is not enough to allow the rudder to work.

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bjorn
Pilot
posted 01-21- 03:55 PM     Click Here to See the Profile for bjorn     Edit/Delete Message   Reply w/Quote
Should've responded to this eons ago... have you looked into the shock absorbers??? Too strong makes the plane wobbly, and too soft makes the plane squishy. Somewhere close to the tires (in the pbject hierarchy) there should be a damped linear spring DOF. Try at first to soften the spring (lessening its value.) If it makes matters worse, go back to the original and instead soften the dampening effect (lessening the obDamp value.) If these changes makes the plane feel like it's taxying on a blob of slime, increase the values instead, making the spring and dampening firmer. What's a good value is hard to tell (at least for me, but then I'm a software engineer, and generally concider mechanics to be synomymous to magic.)
_
/Bjorn.

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Pete Hawk
Pilot
posted 01-21- 05:24 PM     Click Here to See the Profile for Pete Hawk   Click Here to Email Pete Hawk     Edit/Delete Message   Reply w/Quote
-rotate your wings level to the horizon in max
-select the wings
-in the heirarchy tab pick "affect pivot only"
-pick "align to world" to align the pivot axis to the world

-rotate the wings back to whatever angle they were in the first place when attached to the plane.

TS, on this last step do I get out of Heirarchy mode to do that last rotation? I'm doing what this says but it's not working. The yellow box in OPS isn't level with the wing. It's like the wing is diagonally sitting in the box. Help!

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