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Landing on skyscrapers possible?

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Just curious, thinking about dabbling in the world of helicopters and got to thinking, is it possible to land on buildings using a helicopter?

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4 minutes ago, flyinpilot212121 said:

Just curious, thinking about dabbling in the world of helicopters and got to thinking, is it possible to land on buildings using a helicopter?

Weirdly, I believe you can land on Photogrammetry buildings but oftenn not on hand built assets, at least not Asobo made ones.

I think some third party sceneries may also support landing on buildings or have custom landing pads.

If it helps, the Volanta app shows helicopter landing pads.

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I find a lot off times if you see the H on a helipad like on a hospital roof, you can land there w/o sinking through the building.

For example Maine Med Center just east of KPWM.

I Boston a couple of the helipads work as well.

Some ships have Helipads that work as well.

Edited by 177B

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Lots of tall buildings in downtown Los Angeles that have landable helipads.  A target-rich environment for helis!

This scenery gives you even more options for normal helipads in the vicinity.

 

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I've landed on buildings with the microlight thing, photogrammetry ON but can't recall if I landed on buildings in one of those areas.

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I have landed on dozen default buildings with H marking on the top of them  ( hospitals, skyscrapers and so on)

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7 hours ago, Stoopy said:

This scenery gives you even more options for normal helipads in the vicinity.

And many more Helipads also available on Flightsim.to

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Autogen buildings and Asobo's own buildings often have a collision box that extends beyond the visual dimensions. You might think you're a hero about to land and then you're rudely thrown off. 

Photogrammetry does seem to be more dependable. 

Yes, you can land on buildings. Unrelated however, you cannot land on frozen lakes, which I learned the hard way earlier today.  

40 minutes ago, Bdub22 said:

Yes, you can land on buildings. Unrelated however, you cannot land on frozen lakes, which I learned the hard way earlier today.  

Were you going fishing?

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All photogrammetry is treated as terrain by the simulator, so all of it is landable as if it were part of the ground.  Feel free to land on any building top in Manhattan for example.

Custom objects, however, have to have a surface quality added in their model definition that specifically calls out for collisions.  Currently that is possible for static objects (like buildings, oil platforms, and static aircraft carriers).  But Asobo needs to enable the same feature on "Simobjects" which are basically anything that can move (planes, ships, etc).  I have a suspicion that we might see that arrive with the "Top Gun" development later this year, especially if they plan to add moving carriers.

12 hours ago, VFXSimmer said:

I have a suspicion that we might see that arrive with the "Top Gun" development later this year, especially if they plan to add moving carriers.

They've already added a load of carrier specific items to the developer object list - cranes, tow tractors, chocks etc. 

They're not simobjects which means they ain't going anywhere. 

I'm hoping the Top Gun update will update all of this too, but it didn't look very movey from the very brief glimpse in the trailer. 

I've done a moving carrier here - https://flightsim.to/file/27173/moving-aircraft-carrier-uss-nimitz  but because of all the limitations you can't do anything other than touch and go landings. 

Well thats a bummer.  Not sure what the holdup is on their part, not exactly the most complicated thing in the world to add some type of collision/friction/parenting function to simobjects.  Would hae been an ideal excuse on their part to introduce it, just like the adjustments they made for multiplayer with Reno.

Curious, how did you implement your moving carrier surface?  Are you just using animated geometry within a fixed object? (I've been away from scenery design or a bit due to my current day time work, so havent been keeping up with the latest SDK capabilities

51 minutes ago, VFXSimmer said:

Curious, how did you implement your moving carrier surface?  Are you just using animated geometry within a fixed object? (I've been away from scenery design or a bit due to my current day time work, so havent been keeping up with the latest SDK capabilities

Yes. It's a standard object with an animated path baked into it. Because it's just another 3d model there were lots of problems with it disappearing and twitching up and down. 

I forgot the visibility will be based on the point of origin, not the model's mesh, so moved that. I can't stop the twitching as it's moving with terrain LOD as you get further away. 

I don't get the lack of surface thing either. It was a longstanding thing in FSX and there are plenty of other applications. I guess they have their reasons whatever they may be. 

Perhaps the Top Gun thing will be a rewrite of this area. 

 

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