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Post by Bookman on Apr 9, 2012 23:30:29 GMT -5
I have been enjoying converting various ship (from CFS2, AI and others..) into operational/flyable in FS9 but I'm having a deuce of a time understanding how to do two things:
1. editing the CFG to get ships to sit lower in the water
2. Move effects (espc smoke) forward/backward/up/down to match the funnels of each ship
Can anyone out there advize on how to better understand the numbers? I've been struggling with the SDK and a few tutorials but I'm still hazy.
I'm getting there but could sure a wise experience to help me get over the last hurdle here.
KB
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Post by fstheo on Apr 10, 2012 14:13:48 GMT -5
For question number two, I always replace the smoke effect by a light! Take for instance the Extra 300. In the aircraft.cfg you see; [SMOKESYSTEM] smoke.0=0.00, -0.70, 1.40, fx_smoke_w and; [LIGHTS] //Types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit light.0 = 3, -1.62, -13.28,-0.15, fx_navred light.1 = 3, -1.62, 13.28,-0.15, fx_navgre light.2 = 2, -2.02, -13.28,-0.15, fx_strobe light.3 = 2, -2.02, 13.28,-0.15, fx_strobe light.4 = 4, -6.62, 0.00, 1.50, fx_vclight What I do is, make an extra light with the coords of the smoke; [LIGHTS] //Types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit light.0 = 3, -1.62, -13.28,-0.15, fx_navred light.1 = 3, -1.62, 13.28,-0.15, fx_navgre light.2 = 2, -2.02, -13.28,-0.15, fx_strobe light.3 = 2, -2.02, 13.28,-0.15, fx_strobe light.4 = 4, -6.62, 0.00, 1.50, fx_vclight light.5 = 2, 0.00, -0.70, 1.40, fx_strobeNow it's easier to see where the smoke will start and you can play with the numbers to see where to go to! Theo
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Post by Bookman on Apr 10, 2012 14:24:35 GMT -5
Theo,
Thank you for responding. I think I understand your approach but I'm still struggling with the whole 'placement' issue. In other words, taking your example:
light.5 = 2, 0.00, -0.70, 1.40, fx_strobe
I appreciate that the three number separated by 'comma' represent XYZ but I'm fuzzy on two things:
1. They are relative to the reference datum right? Which is what/where exactly? I mean, I see the reference in the cfg file but am still unclear how I would determine the position on a given model. or is that irelevant?
2. I figured I'd start editing / fiddling with the XYZ to see if the light/smoke moves. I've dabbled a bit already but havent seen the darn thing move! Am I missing something? I assume I should only change one number at a time and see what changes in the sim right? But how much is enough? Perhaps I'm making too small a change?
KB
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Post by fstheo on Apr 10, 2012 16:19:35 GMT -5
As far as I understand the coordinate system ;D, imagine a 'zero-point' somewhere in the aircraft. It's the same point from which the maker starts to build the model. Could be the prop, could be the pilot or in this case, the frontside of the wing. From there, the coordinates tells us to go 'units' to the front or aft, left and right, up and down. So on the Extra, from this fictive point the smoke stays in the front of the plane (0.00), is slightly moved the the left(-0.70) and floats 1.4 units above the ground (1.40) If I replace it by a strobe, this is what you see: So even a small offset like -0.70 is enough to show the lamp on the lefthand side of the engine. I made a small manual for my Dutchfs members about 'Contact Points' using the same 'lamp-trick'. It's a .PDF in Dutch, but maybe the pictures can provide some help! www.dutchfs.com/downloads/other/files/handleidingen/(Scroll to 'Contactpoints') Theo
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Post by ctarana on Apr 10, 2012 18:24:24 GMT -5
A Nonymus and I were discussing this this morning and this is what he came up with...
[contact_points] //1 Class <0=none, 1=wheel, 2=scrape, 3=ski/skid, 4=float, 5=water rudder> //2 Longitudinal Position (feet, +=fwd) //3 Lateral Position (feet, +=right) //4 Vertical Position (feet, +=up) //5 Impact Damage Threshold (Feet Per Minute, vertical) //6 Brake Map (0=None, 1=Left, 2=Right) //7 Wheel Radius (feet) //8 Steer Angle (degrees) //9 Static Compression (feet - 0 if rigid) //10 Max/Static Compression Ratio (must be at least 1.0; 1.0='bottomed out' when plane is parked) //11 Damping Ratio / Water Rudder Effectiveness (0=Undamped, 1=Critically Damped) / 1.0 = normal //12 Extension Time (seconds) //13 Retraction Time (seconds) //14 Sound Type <0=left/center nose/tail wheel, 1=right nosewheel, 2=left mainwheel,// 3=right mainwheel, 4=nose scrape, 5=left wingtip scrape, 6=right wingtip scrape,// 7=vertical stabilizer scrape, 8=belly scrape, 9=tail scrape> //15 Airspeed limit for retraction (KIAS) //16 Airspeed that gear gets damage at (KIAS)
Hope this works! ;D
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