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Animated MIPs in FU3.

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Yes we can hav animated MIPs and animated models too, but so far only in a chalange. For exampl, Iv got all the models in this picture mooving properly and REALISTICLY. The blaids on the 2 wind generator models are rotating verticaly, and not only that but eech individual model can be speeded up or slowd doun, for persanal preferance. Thear is no limit to how slowd thay can go, but drive them to fast and thay just stop ded. So this metherd is no good for very fast things lick a the propeler on a plain in flight, but a slower propeler licke that of a plain on the ground might be ok. The blaids of a helicopter on the ground would be good, aspeshaly if its got lots of blaids. And the flag is mooving too, we can hav it flaping jently in the brees, or riping its self to bits in a high wind. This sort of flag moovment is not licke the difalt wind soks in FU3, this flag moovs lick you see on web sights, in the form of animated gifs, littl animated pictures. The flag in my picture moovs lick this bicous that is exactly what it is, its a bunch of animated MIPs. There are 6 flag models, all exactly the saim, and all plased on exactly the saim spot, so that it would look like only one model. Eech flag model has its own mip, but eech of thees 6 mips is slightly diferant from eech other. In fact I got the 6 pictures for the 6 mips from a disasembled animated baner, or flag, as sum would say. What the script of a chalange dus is to only make visibl 1 flag model along with its mip, at a time. And only show it for a split second, bifor hideing it agen and showing the next model, and so on and so on, for ever and ever, its looped. It works just lick the fraims in a film. The wind pump and terbine models in the picture hav no mips, thay use UV coulers insted. But thay still work in exactly the saim way, useing exactly the saim prinsipl. The wind pump model you see on the left of the picture is realy 10 wind pump models all on exactly the saim spot. Eech model is slightly diferant from the one bifor it in that its blaids hav been rotated just a littl bit mor than the one bifor it. The script dus exactly the saim with the wind pump models as it dus with the flag models, it just shows one model after the other, repeetedly. The models them selvs do not actualy moov, thay only look like thy are mooving, like whaching in film. You might recognis the wind generator in the midel of the picture as being a modifyed vershon of a low poly model that cums with FU3. I chows this model bifor I rememberd that John Point did sum ferst class wind generator models and put them in the avsim librery in amungst lots of other models, inclooding a kit for makeing flag models without useing a modeling program. The flag you see hear, I maid from his flag making kit. Is hear in the Avsim librery, John point, jmod05a.zip When john did thees models he sed "what a pity thay dont run" well nouw thay do run, if only on my PC at the moment. Any way, you see I hav aded 2 extrer blaids to the wind generator in the midel of the picture. I did this to cut douwn on the number of models needed to get a smooth motion. Geting a smooth motion with this model took 29 models. With only 2 blaids it would hav taken 58 models to get a reesanably smooth motion.Nouw to the douwn side of all this. How wants to clog up there GEN folder with so meny "allmost identical" models that can only be seen to run in a chalange? The saim problem croped up whan doing the cave chalanges. All the cave models had to go in the GEN folder. Not good. Acording to the CHALSCRP.DOC "which is found on your FU3 insterlation disc", and discribs how to creat chalangeis, Chalange spesific models use by the chalange should rezide in a folder named MODELS in that chalanges subdirectory, not in FLED. This would be grait, this would macke chalanges self containd. But I can not get a chalange to use models located in its sub directory. If you can? please let me know houw. Another problem is geting thees models, "thats models mooved by the wind" to artomaticaly aline them selvs with the provailing wind. It would not look good "for exampl", to hav a boy fling a kite and his kite is up wind of him. As in the preeveas problem, the CHALSCRP.DOC sergests that seting the orientation of a model can be dun. But I can not set the orientation of models in a script. Can you? If you hav any sergestions, thorts, or work arounds, no mater houw bizar, shear them with me. I hav inclooded a working script of the mooving flag, so you can see how the script dus this trik. This partiuler script is for the flag only, just to keep it as simpl as posibl, chalange scripts hav a tendansy to get very long and complikated looking. I am no expert in scripting langwige, so perhaps sumone can point out a better way of laying it out, or point out a better metherd of doing it? Perhaps sum one, any one, could douwnlowd this zip atachment and berer test it for me? And see if there are any unforseen problems. The atached zip is a demonstration chalang with all 3 models runing to gether, just like in the picture. In the Seattle region. All the models hav to go in Flight3\REGIONS\SEATTLE\GEN, but thay are all distinctly naimed, so if for sum rezan you wish to remoov them at a later time, thay should be easy to fined. PS, Iv just tryed to atach a standerd windows XP zip file which contains a demonstration chalange, compleet with all modelsfor any one to douwnlowd and try, but avsin will only acsept GZIP files, grrrrr.Iv dun a serch on the internet and found that GZIP is a DOS based program that requiyers a tutorial to install a tutorial tocompres and a tutorial to extract, I carnt be boing with all that. Its not werthy of puting in the avsim librery,Send me an email and I will send it to you direct,[email protected] glidernut John Lewis.///////////////////////////////////////////////////////////////////////////////////////This Is The Flag Script In Seattle///////////////////timer clockMovingObject 1MovingObject 2MovingObject 3MovingObject 4MovingObject 5MovingObject 6On startup Load Weather "MGC.wsd" //initialize the players plane Set position of plane to 118998 82305.7 490.936 Set orientation of plane to 00000 00000 90000 Set airport of plane to "0Yoo" Set type of plane to "STEMME" Set state of plane to "Parked" Do start of clock //initialize all 6 flag models set model of 1 to "t__1" set velocity of 1 to 06 set motionType of 1 to "loop" set grounded of 1 to true do AddPoint of 1 with 119134.71875 83126.82813 497.98286 do AddPoint of 1 with 119194.71875 83126.82813 497.98286 do Load of 1 Do Hide of 1 set model of 2 to "t__2" set velocity of 2 to 06 set motionType of 2 to "loop" set grounded of 2 to true do AddPoint of 2 with 119134.71875 83126.82813 497.98286 do AddPoint of 2 with 119194.71875 83126.82813 497.98286 do Load of 2 Do Hide of 2 set model of 3 to "t__3" set velocity of 3 to 06 set motionType of 3 to "loop" set grounded of 3 to true do AddPoint of 3 with 119134.71875 83126.82813 497.98286 do AddPoint of 3 with 119194.71875 83126.82813 497.98286 do Load of 3 Do Hide of 3 set model of 4 to "t__4" set velocity of 4 to 06 set motionType of 4 to "loop" set grounded of 4 to true do AddPoint of 4 with 119134.71875 83126.82813 497.98286 do AddPoint of 4 with 119194.71875 83126.82813 497.98286 do Load of 4 Do Hide of 4 set model of 5 to "t__5" set velocity of 5 to 06 set motionType of 5 to "loop" set grounded of 5 to true do AddPoint of 5 with 119134.71875 83126.82813 497.98286 do AddPoint of 5 with 119194.71875 83126.82813 497.98286 do Load of 5 Do Hide of 5 set model of 6 to "t__6" set velocity of 6 to 06 set motionType of 6 to "loop" set grounded of 6 to true do AddPoint of 6 with 119134.71875 83126.82813 497.98286 do AddPoint of 6 with 119194.71875 83126.82813 497.98286 do Load of 6 Do Hide of 6End//Nouw all 6 flag models are In the wirld, on the saim spot, and hiden//This next section is wher you chainge the speed of the flag,s flaping//The biger the diferace between the numbers, the slower it runs. no limit.//FU3 will not suport numbers smaller than 0.01 //It can run no faster than 0.01 0.02 0.03 0.04 0.05 and so on.On each frameIf elapsedtime of clock is greater than 0.01Do Hide of 1Do Show of 2end IfIf elapsedtime of clock is greater than 0.10Do Hide of 2Do Show of 3end IfIf elapsedtime of clock is greater than 0.20Do Hide of 3Do Show of 4end IfIf elapsedtime of clock is greater than 0.30Do Hide of 4Do Show of 5end IfIf elapsedtime of clock is greater than 0.40Do Hide of 5Do Show of 6end IfIf elapsedtime of clock is greater than 0.50Do Hide of 6Do Show of 1Do start of clockend IfEnd/////////////////////////////////////////////////////////////////////////

Hi Glidernut,Great solution !!! :-)Currently I am building a tutorial page for construction and activation of wind objects as windsock, flags and wind generators.more later...RegardsAndr

Glidernut, I just forgotten to mention that you can use winzip, I always use winzip for my uploads to AVSIMRegardsAndre

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