Random questions about anything NEAR and IN the realm of YSFlight

Questions, comments, concerns, & fixes
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Barr
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Re: Random questions about anything NEAR and IN the realm of YSFlight

Post by Barr »

ok so I exported a model in .srfs and reimported. Everything is well, just had to repsotion a couple of doors. But I noticed that in the object names and in the outliner all the parts are listed with a generic mesh name and a number suffix.

Shouldnt it be, for example, "wings.srf" instead of "C:\Users\Barracuz.038"? Shouldnt the srf export and import process automatically changes the names or is this something I have to do manually?
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Re: Random questions about anything NEAR and IN the realm of YSFlight

Post by NightRaven »

The object names are not preserved when exporting to srf. Importing srf only gives a truncated filepath. So yeah, basically you will have to rename everything manually.
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Re: Random questions about anything NEAR and IN the realm of YSFlight

Post by Neocon »

It's no wonder, then, that I have to rename most of the .srf files in the .dnm when I am working on a model made or edited in Blender. :lol:
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Re: Random questions about anything NEAR and IN the realm of YSFlight

Post by u2fly »

NightRaven wrote:The object names are not preserved when exporting to srf. Importing srf only gives a truncated filepath. So yeah, basically you will have to rename everything manually.
Currently I'm working on updating old YSFS scripts for Blender2.49, so, think its could be fixed (I hope to do that).
Also I try fix scripts naming, for better interaction. Soon I will post them in toolbox discussion.

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Re: Random questions about anything NEAR and IN the realm of YSFlight

Post by Barr »

NightRaven wrote:The object names are not preserved when exporting to srf. Importing srf only gives a truncated filepath. So yeah, basically you will have to rename everything manually.
u2fly wrote:
NightRaven wrote:The object names are not preserved when exporting to srf. Importing srf only gives a truncated filepath. So yeah, basically you will have to rename everything manually.
Currently I'm working on updating old YSFS scripts for Blender2.49, so, think its could be fixed (I hope to do that).
Also I try fix scripts naming, for better interaction. Soon I will post them in toolbox discussion.
Thank you and can't wait!
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Re: Random questions about anything NEAR and IN the realm of YSFlight

Post by Flake »

Blender for modelling, DNMViewer and notepad for dnm editing. That's my advice.
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Re: Random questions about anything NEAR and IN the realm of YSFlight

Post by u2fly »

How make aircraft with propeller rotated with 1 revolution per 1 second on start (when thrust is 0%) ???

And how do that for:
a) 1 revolution per 10 seconds
b) 1 revolution per 100 seconds
c) 1 revolution per 1000 seconds

P.S. Have idea about stopwatch for YSFlight ))

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Re: Random questions about anything NEAR and IN the realm of YSFlight

Post by Flake »

one second maybe. Less than one second can sorta do. It gets harder as you go deeper. More than one second is way out. And so the number of seconds reasonably attainable is one and thus the number shall be one.

Also base 10 is never going to work without a lot of difficulty in timing rotations to convert from base 2 to base 10 (some sort of rotation gearing mechanism maybe) which just will not work.

Sorry to burst your bubble. I've tried all sorts of stuff like this with no success yet after I was inspired by the Asimo model and TF58's 747's strobe light.
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Re: Random questions about anything NEAR and IN the realm of YSFlight

Post by Barr »

Im trying to get an aileron lined up and im getting diffrent 0,0,0 points for the empty and aileron itself

Nevermind
I simply imported each aileron individually in order to rotate and align. I got a "true" 0,0,0 point where the part was centered. Already got the left aileron done now going for the right! :D
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Re: Random questions about anything NEAR and IN the realm of YSFlight

Post by Barr »

So when repainting Najmis su30 ive noticed that his model, in solid view, is completely visible but many of the models I import are instead completely black? Anyone know why? Or how to make a black solid model visible? Kinda sucks when all you have to work with is the textured and wireframe, though not necessary having a visible solid model helps when working directly with the mesh.

Ive tried search and only came up with solutions regarding normals.
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Re: Random questions about anything NEAR and IN the realm of YSFlight

Post by decaff_42 »

I believe the issue can be thought of as initialization of a mesh when imported into Blender. If you select an object and go into edit mode, then straight back out to object mode, Blender will recognize the mesh and display the solid view with the normals of the mesh.

Without that edit mode initialization, Blender doesn't "see" the normals and the mesh.

That's the best explanation I can type up. I don't claim to understand it, but I've worked with it for a while. :D
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Re: Random questions about anything NEAR and IN the realm of YSFlight

Post by Barr »

decaff_42 wrote:I believe the issue can be thought of as initialization of a mesh when imported into Blender. If you select an object and go into edit mode, then straight back out to object mode, Blender will recognize the mesh and display the solid view with the normals of the mesh.

Without that edit mode initialization, Blender doesn't "see" the normals and the mesh.

That's the best explanation I can type up. I don't claim to understand it, but I've worked with it for a while. :D
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Re: Random questions about anything NEAR and IN the realm of YSFlight

Post by AdityaB »

how do i make a ground object solid such that the aircraft sees it as an smoothened elevated surface that it can run on, and not as a general ground object that it can crash on??

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Re: Random questions about anything NEAR and IN the realm of YSFlight

Post by Neocon »

There's a tutorial for that. 8-)
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Re: Random questions about anything NEAR and IN the realm of YSFlight

Post by u2fly »

AdityaB wrote:how do i make a ground object solid such that the aircraft sees it as an smoothened elevated surface that it can run on, and not as a general ground object that it can crash on??

Thank you :)
Take a look on Patrick's manual on CARRIER ground object creating
>>> https://drive.google.com/file/d/0By9NlW ... p=drivesdk
Especially, for creating mesh model for it as "smoothed elevated surface" use files included in ACP-file:

Code: Select all

ground/carrier_deck.srf
ground/carrier_catapult.srf
Also, read my "YSFLIGHT HANDBOOK", that include this and many other info on addon creating.

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Re: Random questions about anything NEAR and IN the realm of YSFlight

Post by Neocon »

u2fly wrote:Also, read my "YSFLIGHT HANDBOOK", that include this and many other info on addon creating.
If you want to integrate my ground object tutorial into the handbook, I would be fine with that. There is a lot of overlap between the ground object and aircraft carrier tutorials, but there is more detail about ground objects in general in the ground object tutorial.
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Re: Random questions about anything NEAR and IN the realm of YSFlight

Post by dbd000 »

Maybe you should make the helipads on the buildings in LA solid @ Patrick31337.

The last time I tried landing on one I blew up.
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Re: Random questions about anything NEAR and IN the realm of YSFlight

Post by Neocon »

The only building ground object I've made that you can land on is the Maze Bank/CitiBank Building in LA. I did make a building in San Francisco that is an elevation grid with a helipad ground object on top.
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Re: Random questions about anything NEAR and IN the realm of YSFlight

Post by dbd000 »

Well... I tried landing on the CitiBank building and I blew up. (See my previous post)
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Re: Random questions about anything NEAR and IN the realm of YSFlight

Post by Neocon »

If you need to make a null.srf, just enter this in Notepad and save as null.srf with the file type set to "All".
null.srf wrote:Surf
E
Or, you know, open gepoly and export/save the blank model as "null.srf" ;)
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