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agtim

ResViewer with new functions

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Here is a short test report using the original LG Beaver.(The Beaver is the base plane of my AN-2)How the contact points in the Air Physic segment works:There are 8 for the tail8 for the right wing8 for the left wing4 for the fuselagehttp://forums.avsim.net/user_files/183358.jpgWith my new dialog I can modify this points and by copy / paste the E-script part it's possible to set it as part of the plane, so you will see it inside FU3 or ResViewer or ModelViewer and using Gmax or Anim8or to set the point to the right position then as you can see they are not.http://forums.avsim.net/user_files/183359.jpgI did a hedge test at IOW with the Beaver (material changed to gray 50% transparent.Beaver in the hedge, but no obstruction.http://forums.avsim.net/user_files/183356.jpgBeaver in the hedge, obstructed by the lower tail contact points.http://forums.avsim.net/user_files/183357.jpgWhen you set the lower 2 tail points over the hedge, the you can rush trough thedge without damage, normally you will loose the tail of the plane doing this.:-waveAndre

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Andre,So how high would I need to set the contact points here? Got the left wing over it :-lol :-lolhttp://forums.avsim.net/user_files/183381.jpgSeriously, this is really handy because the only other way to know where the contact points end up is by crashing the plane into various things at various angles and seeing what breaks where :-(Thanks for the great work, now all I need is the GPS in CPD... ;)Regards,Jon Point

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The contact points of the Beaver are corrected nowhttp://forums.avsim.net/user_files/183383.jpgThe tests at IOW looks goodhttp://forums.avsim.net/user_files/183385.jpgnow with the new points the front wheel was damaged and the plane was turning around after this crash.http://forums.avsim.net/user_files/183386.jpgAfter using plane unlimited and loading the air physics the sequence of the last 2 items are switched, may be this can be a still unresolved problem. The 73 bytes item is for the plane initialization when you start anywhere in the air or after PageUp key and the second setting is when you choose a runway approach to start the game. http://forums.avsim.net/user_files/183384.jpg:-waveAndre

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Andre,"After using plane unlimited and loading the air physics the sequence of the last 2 items are switched, may be this can be a still unresolved problem. The 73 bytes item is for the plane initialization when you start anywhere in the air or after PageUp key and the second setting is when you choose a runway approach to start the game. "This explains something really annoying. With the S6, the 'cruise' and 'approach' setting worked OK but with the Staggerwing, they somehow became reversed, causing one to have to remember to zero the throttle on startup. I think the Dash-8 was similarly affected.:-waveRegards,Jon Point

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Jon, Staggerwing has a strange speed after PageUp.Successive PageUp will stepwise drop the speed !?!Other planes don't do this so strongly.PlaneUnlimited do the import the right way, but when you switch the sequence in the txt file then it will be switched inside res file also.I have just tested this using the BEAVER1.res Now I have added 1 contact point and switched the sequence.Flight behavior is still the same :-)The 17 bytes item is a unknown Trim Informationhttp://forums.avsim.net/user_files/183411.jpg:-waveAndre

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Andre,"Staggerwing has a strange speed after PageUp.Successive PageUp will stepwise drop the speed !?!Other planes don't do this so strongly."The and functions seem different every time :-lol From a standing start (on the ground, no engine) it should put you straight into 'cruise', on whatever settings there are in the text file. Once you are flying, it should do the same but if you kill the engine and stall the plane, sometimes just puts you up another 1,000ft with no engine. sometimes puts you on the ground at cruise power too. I think the confusion comes in my case depending upon whether or not I have the throttle plugged-in (mostly I don't as I don't like the control). I assume tha tthe throttle position would override the flight model setting?On the Staggerwing, the operations are obviously reversed - at startup, the throttle is set for cruise and on it goes to somewhere just above idle. "PlaneUnlimited do the import the right way, but whenyou switch the sequence in the txt file then it will beswitched inside res file also."Yes, I must correct the positions in the textfile and try it ;) It seems that the various items are keyed only by position, not identifier :-(I wondered why pasting anything below the cruise & approach settings did nothing :-rollRegards,Jon Point

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Jon,The item are keyed, 1. byte is the segment key and for some items the 2. byte is the plane part (fuselage,rwing,lwing,tail) so the sequence is not so important.take a look at the staggerwing IFR cockpit flaps toggle, number of states are set to 2 there but should be 3. I found this as I was searching a solution for my elevator trim switch that will not display the right position, but same switch is working for my AN-2 flaps. Number of states are all set to 3 but it will not work :-(more simple air physic edit formshttp://forums.avsim.net/user_files/183456.jpghttp://forums.avsim.net/user_files/183459.jpghttp://forums.avsim.net/user_files/183457.jpghttp://forums.avsim.net/user_files/183458.jpghttp://forums.avsim.net/user_files/183460.jpg:-waveAndre

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This afternoon I just found a setting against tumble at low speed full breaking.Settings: . . . break tumble at (elevator trim at 0) -1.1 . . . . . . . . 10kts 0.0 . . . . . . . . 18kts 1.0 . . . . . . . . 25ktsThe Staggerwing and AN-2 will use gear number 0 and 1The DC3 and Tiger Moth is using gear number 1 and 2It was not possible to set gear number 1 and 2 for the AN-2 without a crash at fu3 start !? :-(With 0 the ground operation becomes easier with the AN-2 :-)http://forums.avsim.net/user_files/183559.jpg:-waveAndre

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By "tumble" do you mean the propensity for nosing over? Taildraggers will have a tendency for nosing over due to the lack of a nose gear. If the plane swings forward there's nothing to prevent it from digging its nose into the tarmac. Further, this tendency will depend on center of gravity versus wheel placement. When there's a lot of weight in front of the main gear the taildragger will be prone to nosing over. Thus, this can be made less critical by moving the main gear forward or by moving the weight back. Another factor is the efficiency of the brakes -- when it's easy to block the wheels (powerful brakes) it will be more likely to end up with the propeller kissing the runway :-doh Which factors will the parameters you listed affect?

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There are 3 values, but no documentation.2 of the values are named dummy in the LG header file.I expect the first value is the vertical position of the main wheels from the center of gravity.More negative value results in nosing over even at 5kts.0 or positive values will stop the nosing over but then you will have a sidewards instability at higher speed on takeoff touching ground with the wings. May be I can find more values to set.One of my next steps are a view of the mass and airfoil parameter with the model as demonstrated with the contact points.Here is a first test of it using the beechjet and GMAX.http://forums.avsim.net/user_files/183637.jpg:-waveAndre

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The AIRFOIL item was a lot of work to make it workhttp://forums.avsim.net/user_files/183763.jpgNow you can see and adjust the air foil size/position/orientation using Anim8or or Gmax and set values for the axle.axle number = control and deflection is the angle of deflection for flaps or ailerons. The values here will overwrite the base definition (@x02BR0000) inside the 3D model, here 0000.http://forums.avsim.net/user_files/183764.jpg:-waveAndre

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Fu3 and X-plane both use a flow dynamics flight model. This means that there's a flight dynamics / flight physics 3D model that determines how the aircraft interacts with the airflow. The invisible flight physics model should really be identical to the visual 3D model but I understand it's a simplified model compared to the real one. Still, if the visual 3D model is (next to) correct the optimal flight physics model should be a perfect match. Hence, more accurate handling should be attained by making the shapes, sizes and proportions of the flight physics model match the real aircraft. Then there's mass and weight distribution that must be added to get it right.

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Yes, and there is a lot to set there, not very easy to find out all this values. http://forums.avsim.net/user_files/183794.jpgBy importing the drag box into the model E code, size, position and orientation can be adapted using Anim8ot or Gmax. The results has to be entered in the ResViewer dialog. http://forums.avsim.net/user_files/183795.jpgFirst of all the model offset must be correct. Best way is to have a 0,0,0 offset and a scale factor of 1.http://forums.avsim.net/user_files/183796.jpgNext item under construction is the fuel tanks:-waveAndre

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Wonderful, Andre!How close are you getting to the instrument side of things?Regards,Jon Point

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Hi Jon,Not very close, there is just an item "true VSI" but all instruments are in the cockpit designer parts.Very complex too. I will finish the air physic part first.After that Instruments part will follow.There will be a release to the lib before, as soon each item of the air physic part has a form. I want to insert and delete an item also.here are other special forms outside air physic part.http://forums.avsim.net/user_files/183997.jpghttp://forums.avsim.net/user_files/183998.jpghttp://forums.avsim.net/user_files/183999.jpg:-waveAndre

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ResViewer News:Gideon's ResViewer source version has an inbuilt debug.e generator that will create an E-File (DEBUG.E) from the last 3-D-View.Axle and Materials are not correctly assigned but you can get a model from any size (good when BIN2E.exe crashes).Later I will try to modify this part as an export E file type function.During BSP compile you can speed up a lot using option -N for no sort.Unsorted model are shown badly at plane selection see left side of the picture, BSP with sort takes longer but the result is clean, see the right side of the picture.Very complex model can't be sorted as for the AN-2 which is at the size limit. I have used the reduced level of details for the preview.During the flight, sort/no sort has no visual effects.http://forums.avsim.net/user_files/184340.jpg:-waveagtim

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What does this mean to the "unsorted" plane models we've gotten used to seeing in "plane selection"? Many of the splendid aircraft addons look like a mess in "plane selection" since there's a lack of model surface priority. In FS98 (many years ago) I remember seeing this in the sim itself -- sometimes the fuselage of an aircraft showed while the wing that was supposed to be on top / in front of the fuselage ended up behind it when being viewed from some angles.Can the new ResViewer "sort" the aircraft preview and give us a model that looks right?Hans Petter

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It's not the ResViewer, but the BSP compile step.When the model is very large BSP can't sort.This will be the reason why the DC3 is unsorted.There is an option in BSP -N for no sort.you must have the E file to correct an unsorted plane.:-waveAndre

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... and if you have the efile, you can sort it manually. I did this with the GeeBee 'coz I didn't know about the '-N' switch :-rollYou put the fuselage first, then wings and tailplane, then axles, then control surfaces. Sometimes you also have to move various parts 0.0000067mm in one direction to make it compile :-lol... and you have to watch naming if you have more than 10 of something (09, 0a, 0b etc) ;)Stuff it - give me unsorted :-hahRegards,Jon Point

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First I wanted to do it the manual way, but then I realized that the back generated e-file has one object only as a total merge of vertex.The sort is applied to vertex, not to parts. I remember my old 3D programs where I had to draw from far to near vertex to solve the hidden line problem :-)...axle can create strange messages as double vertex detected...bailing... but you can't find a double vertex in the data :-(as mentioned you have to shift a bit in a direction and it's works.:-waveAndre

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Now a first placement of the air objects for the AN-2 is done.I have still to do fine tuning, actual too heavy and too slow - even with 1000hp.As you can see the gear blocks must be set below the wheels or the wheels will go into ground ! It's not like the static model where model outbox is defining ground position. The ground position of the player model is defined in the air physic resource !http://forums.avsim.net/user_files/184661.jpg:-waveAndre

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