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Author
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Topic: Airpoint - point or vektor ?
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Laika 801 Pilot
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posted 02-09- 01:56 PM
Airpoint of the Bf109 wingIs the Airpoint a real point or is it a vektor ? Does it matter if the AirPt hits the wing in a 90 deg angle (like the spit). I ask this cause all shiped planes got rotated wings/airpt and when I import my wing lod (rotated before in 3ds) I got the same as the bf190 wing (but my plane wont flight ;\). I moved all AirPts and inertia boxes in the right place but the plane spins like crazy (the AI always jumped out ) Airpoint of the spitfire wing
Airpoint of the Bf109 wing ggg
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DanW Pilot
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posted 02-09- 02:58 PM
Laika,Here's something I learned: After you are finished with your work (texturing, building...etc.) save it as a regular file (what ever 3ds uses.. .3ds i presume). Then reopen your work and if your software has the procedure, import a copy of the piece you are working on (in this case, the inner wing). This MUST be a 'clean' piece. What I mean by this is a piece that has freshly been exported from OPS and hasnt been moved or rotated.(the lod file) Now DONT touch the clean part you just imported. It is imperative (spelling ) that you do NOT move the imported piece. It is in the correct spot to go exactly back into OPS. Move/rotate your final part (the one you are working on) and put it exactly on top of (all planes x,y,z) the clean imported part. Then delete the imported part and export to OPS. It will be in the righ spot (maybe off by a little, but is way better than 20 feet). The final thing is make sure you are importing to an unmolested part in OPS(one that you havent moved or rotated). [This message has been edited by DanW (edited 02-09-2000).] [This message has been edited by DanW (edited 02-09-2000).] IP: Logged |
Tailslide Pilot
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posted 02-09- 03:38 PM
Laika, that bf109 wing was done incorrectly, that's why the airpt is at a funny angle. See how the yellow bounding box is angled in the spit and straight in the 109? It's because you need to straighten out the wing before you export it then rotate it inside of OPS. (IE you want your plane to be like the top picture). This affects how the plane handles. TS
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Laika 801 Pilot
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posted 02-09- 04:14 PM
DanW - the import/export thing seems not to work right for me (I tested it some time ago). The original parts (from the P51) were somehow wrong scaled (very small) after export. Maybe I did something wrong ? I dont know.Tail - I thought something like that. So the biggest problem for me is this: in 3ds I build up the wing with 3 objects the wingtip, the middle wing and the inner wing. As you know the automatic positioning didn´t work for me so I attached the inner wing object to the fuse object (so that this part is positioned correctly to the fuse after import to OPS). Now I got a correct positioned and rotated inner wing (part of the fuse) in OPS - but its is nearly impossible to line up the real wing parts because of the rotation. The only thing I could do is rebuilding the wing (and texture map it again - aahhh). Pleas tell me I´m wrong  IP: Logged |
Zurawski Pilot
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posted 02-09- 04:55 PM
... Tail,That must be an old build of the 109 ... that got fixed two PP's ago!  IP: Logged |
Tailslide Pilot
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posted 02-09- 05:04 PM
It got fixed several months ago but after 5.2 came out  I didn't mean to criticise the 109 just trying to explain the difference for Laika. TS
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Tailslide Pilot
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posted 02-09- 05:05 PM
Laika, the fix is easy. Just go into Max under the heirarchy tab and pick "affect pivot point" then rotate the pivot points for the wing sections so they are in line with the wing and re-export. You will have to rotate the pieces in OPS but it's not too hard you can use the same keyboard shortcuts. TS
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Bryan Russell Pilot
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posted 02-09- 05:28 PM
The airPTs are actually points, but OpenPlane assumes a vector is constructed along the Z axis (up/down in OpenPlane).Basically the theory is this, the implied vector from the airPT (as shown in OPS) shows where, and what direction the aerodynamic forces are applied to the airfoil. In a real wing this is normally 1/4 chord back from the leading edge and perpendicular to the true centreline of the wing front profile. I wish I had a picture but imagine a line that is drawn from the point of the tip of the wing to exactly half way between the upper and lower surfaces at the thick end, this is the line the airPT vector should be perpendicular to. Becuase the airPT vector in derived from the Z-axis of the LODm the only way to set the orientation of the airPT vector is to rotate the wing, the wing thats imported into OPS must have the line I described above aligned with the X-axis, when not rotated at all. Then you can rotate it to look good visually and the Dehidral will happen automatically. IP: Logged |
Zurawski Pilot
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posted 02-09- 07:16 PM
... Tail,No problem ... I'm just being an insufferable ass as usual! LOL!  [This message has been edited by Zurawski (edited 02-09-2000).] IP: Logged |
Laika 801 Pilot
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posted 02-10- 03:32 PM
Thanks alot ! Now I know what to do - did some tests today - all was fine. Cant work this weekend on the I-16 (got some trouble here..) I´m back next week ! Thanks again ! LK out IP: Logged |
Laika 801 Pilot
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posted 02-10- 03:40 PM
Tail - I´m actually could not do any work in MAX - I only can send my model as .3ds and get it back as .obj. One more question - the wing for the I-16 is straight on the upside (no rotation) and the lines of the bottom are rotated (thats what I see in "Front View"). In the tests I straighted out the imagined centreline of the wing, is this right ? Or should I straighten the bottom "line" of the wing ? As I understand Bryan I´m right ? IP: Logged |
Laika 801 Pilot
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posted 02-10- 03:43 PM
Zur - I donwloaded the Bf109 one or two months ago (from FS Hangar), but PP 5.2 was allready out. Where can I get the fixed (?) version ?.IP: Logged |
Zurawski Pilot
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posted 02-10- 03:45 PM
... Laika,I'll send you a fixed one as soon as I get a chance.  IP: Logged |
Bryan Russell Pilot
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posted 02-10- 05:15 PM
The imaginary centre line should be straight, before you rotate that is. In OPS this imaginary line should be parallel with the bounding box.IP: Logged |
Tailslide Pilot
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posted 02-11- 10:47 AM
Laika, what Bryan said ^^^^
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Tailslide Pilot
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posted 02-11- 03:14 PM
Bryan, I have exact dihedral and sweepback measurements in degrees for some of the planes in SDOE. If there was a way to rotate pieces in SDOE by an exact number we could get the flight models more accurate. TS
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Laika 801 Pilot
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posted 02-13- 10:34 AM
YEEAAHHH !IP: Logged |
bjorn Pilot
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posted 02-13- 10:38 AM
TS,But you can. Just bring out those linear algebra books, dust them off, and read about rotation matrices. Position them roughly as you want them in OPS, this will give you a positioning matrix. Then... bring out the calculator and compute the exact values for the rotation you want. Having the functionality in OPS would of course save at least a magnitude in time. _ /Bjorn. IP: Logged |
Tailslide Pilot
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posted 02-13- 01:54 PM
As fun as that sounds, I think I'll work on my Yak instead 
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Tailslide Pilot
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posted 02-13- 02:15 PM
Ahh darnit look what you did.. Linear Transformations from Rn to Rm --------------------------------------- Rotations If T:R^2 -> R^2 rotates each point in the plane bout the origin through an angle theta, then it follows that the standard matrix for T is [ cos theta - sin theta ] [ sin theta cos theta ] Am I looking at the right section? TS
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Tailslide Pilot
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posted 02-13- 02:18 PM
How do I get at the position matrix info from OPS ? TS
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Laika 801 Pilot
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posted 02-13- 02:54 PM
I´m not sure what your´re talking about...linear algebra books ? thats cruel !!  IP: Logged |
Bryan Russell Pilot
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posted 02-13- 05:37 PM
What you really want is a rotation and translation type in. The X,Y,Z in the status bar was meant to be the start of this. The idea was that you double click on the values to change them, and change the mode (i.e. rotation or translation) by dble clicking on the little cross arrow. Perhaps I can do a quick hack without the fancy status bar stuff, but put away your linear algebra books, I'll even let you input angles in degrees! Unless that stuff turns you on of course.
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Laika 801 Pilot
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posted 02-14- 03:51 AM
Bryan - You are my god !!!!IP: Logged |
Zurawski Pilot
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posted 02-14- 09:51 AM
... Bryan,For the love of all that's holy ... PLEASE look at the "Canopy cutting" bug while you pfutz whith the rotation thingy!!! I've got like four hair left on my head and I'd like to keep'm. YOU'VE SPOILED ME!!!! .... WAAAAAAA ...... IP: Logged |
Bryan Russell Pilot
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posted 02-14- 05:32 PM
Zur: You have my word of honour that the Canopy thing will be the very next bit of code I write in OPS. Of course you know that my honour means nothing  IP: Logged |
Tailslide Pilot
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posted 02-14- 07:27 PM
If you could see the comments I found scribbled in the margins you'd know this stuff really really does NOT turn me on. 
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