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  #1  
Old 03-26-2006, 07:27 PM
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The G3 aircraft editor is amazing!

I didn't think it could handle this project -but so far so good

Has anyone discovered any limitations with the editor yet?
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Old 03-26-2006, 07:35 PM
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Well there are some things which are problematic.

- Heli Rotors with multiple heads
- Multiple heli rotors (e.g. Chinook).
- Recently I discovered, with the Pilatus which was posted, that if the airplane's front gear is shorter than the rear, this causes problems with G3's physics engine.
It correctly sees this as a down thrust or reversed wing incidence, causing the plane not to lift off until it attains an unrealistically high speed. The Pilatus is a bit unusual in that it does indeed angle down when static.
- It would be nice to have finer grain control over a few parameters.
- Planes/Helis don't scale well past 200%

BTW: do you know if the represented "mesh" corresponds to the collison mesh in 3DStudio?

Or is it based upon the body part?

Why do the fusalages, also describe a "bent" shape towards the tail, when their meshes are viewed in the editor. These "bent" shapes seem to affect aerodynamics, so this is rather problematic.

Thanks.
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Old 03-26-2006, 07:43 PM
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That "bent shape" in the tail is usually the tailwheel. I think when you import stuff into G3 it automatically thinks some of the objects that are parented to the fuselage are actually part of the fuselage. G3 tries to add these to the fuselage mesh (the wireframe) and thats what causes the "bump" you see. I have been trying several workarounds for this, but nothing fixes it completely yet for me. I'll try and post a pic of my Challenger Jet later, I am having problems with the editor adding several "bumps" to the wireframe. I dont know if these "bumps" effect flight behaviour or not to be honest though.
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Old 03-26-2006, 08:00 PM
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Ok look at these two pics and you can clearly see what I am talking about. This is my "Challenger Jet" and you can see that the editor adds 4 new "bumps" (see arrows) that are not part of the fuselage in fact they arent even parented to the fuselage
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Old 03-27-2006, 02:21 AM
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When you export the model from max, we collapse all frames [submeshes] that we can into the top level frame named RootFrame. In Ricks example above, some of the aircraft features are being collapsed.

These small bumps are not going to have an effect on the physics. If they really bother you, give the offending frames ~CS_ names [like ~CS_ANTENNA] and they will not be collapsed.

Travis
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Old 03-27-2006, 12:08 PM
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Thanks Vitek!

Excellent info.

So only the airfoil shape affects the physics and not the actual 3D visual model, right?
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Old 03-27-2006, 02:06 PM
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Thumbs up Hi

Quote:
Originally Posted by FlyGuy
I didn't think it could handle this project -but so far so good

Has anyone discovered any limitations with the editor yet?

the aircraft in your post.... is that from an add-on or one you made yourself? it looks
cool and fun to fly .....email me for more info kennyptho@hotmail.com
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Old 03-27-2006, 02:37 PM
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The wireframe you see for fuselages is not exactly what we use for the physics calculations. I think I should have said that the little bumps won't affect the physics much. If you made a bump that was extremely large [like a wing], I believe it would change the flight characteristics.

Travis
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Old 03-28-2006, 02:10 AM
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Thanks for the heads up Vitek!

shes almost ready for take-off.
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