View Full Version : Moveable Object / Unlinking Objects during simulation
03-11-2006, 02:22 PM
It is possible to create a moveable object on an aircraft, that is not rotating around a specific pivot axis, but moving in a 2 dimensional plane. For example, to simulate the typical passanger door - opening - mechanism of an airliner.
It is possible to deatach objects from an aircraft during simulation. For example, if I want to drop the wingtanks of my aircraft.
03-11-2006, 02:53 PM
The physics editor already permits "wings" (they really don't have to be wings) or other objects to be rotated or moved in multiple axis.
The Bell X-29 model's canards are a case in point, although the default model only moves them in the X axis. the provisions to make them move back and up, etc. is already there.
Could this not do what you want for the door?
e.g. to pivot it out at an angle?
03-11-2006, 05:06 PM
To question one: How are these object referred in the aircraft editor, cause movable pods can only be rotated?
03-11-2006, 05:26 PM
Check the X-29 definition.
03-12-2006, 08:34 AM
I was wandering the same thing as i want to set up movable control rods.Does anyone know how to set up a linear movement rather than around a pivot point?
03-12-2006, 11:47 AM
Sorry I doesn't have the X-29 plane:(
03-12-2006, 01:53 PM
.430 permits rotational movement in multiple axis at the same time.
This is needed for things like the landing gear doors, etc. for some planes.
Full linear movement is another matter.
Maybe Vitek or others can chime in here about this.
03-12-2006, 02:01 PM
I don't believe linear movement is supported with our current framework. It would take some changes.
03-12-2006, 05:08 PM
Is it possible to somehow link servo arm movement to the movement of the corresponding control surface so that when the surface moves the servo arm does aswell?
03-12-2006, 11:18 PM
Another forum user made a Vampire model that I believe has moving servos. Have a look here (http://188.8.131.52/forums/showthread.php?t=12011). I understand that it is cool to see all of the moving parts, but is this something that people are really wanting to do?
I don't really see it as useful, mostly because the servos are so small you can't see them unless you are very close. It can also have an effect on multiplayer and recordings, because we send rotation data for every moving part of the plane.
03-12-2006, 11:43 PM
If you are sending rotation data during multiplay, than also question 2 would be a problem, right?
I understand that it is cool to see all of the moving parts, but is this something that people are really wanting to do?
Absolutley, because giving a plane the ability to fireing missiles and dropping wingtanks isn't really useful for flying the plane or for multiplayer mode, that's right, but it makes unbelievable fun :D
03-13-2006, 11:17 AM
Oops, I missed the second question... You can't really detach things by flipping a switch. The only way we support detaching things is with breakapart right now. Like when a wing breaks off. It wouldn't be extremely hard to add some code to allow parts to be seperated when a servo position goes above a certain value.
It isn't really a problem to have all of the rotating parts. I just see it as a bit of a waste. You can't see servos move unless you are less than a few feet away from them, unlike the control surfaces and landing gear.
I'll have to look at what you've done to get the animated servo wheels. I can imagine that you had to hack the airplane setup to get the effect you were looking for.
Both of these are things that we could add for future versions. We might be able to do something simple where you can specify a Component Frame for each servo and that would allow the servo to rotate without running additional physics for it.
03-13-2006, 11:26 AM
please can we have unlinking objects ... online bombing competitions !
i second nemo's request :)
i've just uploaded two of my planes to the aircraft section, both have fully animated servos and control horns, the triplanes also has moving rods linking the flaps (sorry couldn't spell erolons :( :o )
08-23-2006, 07:27 AM
hi guys i have an x-29 that i downloaded am (looking for the maker)
that has dropeble bombs
i have edited it to make them come off much easyer and am still editing to improve
the way they act :D :D ;)
i can not take full responesibility for this plane i just made some improvements
Ryan C. Archer
08-23-2006, 10:19 AM
I am pretty sure inky00 made that x-29. the free one available here onthe forums.
the only way you can make the bombs drop off with a flip of a switch as i'e figured out so far is to, make a wing on a movable pod, make the wing have a lof of surface area and when you flp lets say the smoke switch, the wing will flip verticle so that all the air hits the wing and it rips the component off almost instantly. thanks, ryan :D
08-23-2006, 12:54 PM
Yes it was me who made the X-29 with droppable bombs and it is done the way ryan said except that i dont use a movable pod,i just set up the wing to have a control surface that is 100% of the wing chord so when you flick the switch the whole wing rotates and is ripped off by the airflow.
Ryan C. Archer
08-23-2006, 02:35 PM
that's very smart inky, neer would have thought of that.
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