.DNM to Ysflight plane

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.DNM to Ysflight plane

Post by elpapi09 » Fri Jul 08, 2011 5:24 pm

Hi, im having some trouble with blender, because i want to know how to turn the plane, just edited into a Ysflight flyable plane?

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Re: .DNM to Ysflight plane

Post by Shiny Rice » Fri Jul 08, 2011 5:36 pm

Don't understand your question.
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Re: .DNM to Ysflight plane

Post by elpapi09 » Fri Jul 08, 2011 6:05 pm

Ok, sorry... but you see when you paint a plane with blender right, and you are done with it, and you want to fly it right, i will like to know how can i turn it from that file in blender to a flyable plane in Ysflight?

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Re: .DNM to Ysflight plane

Post by Shiny Rice » Fri Jul 08, 2011 6:08 pm

Oh, then if you have Vincent's scripts, click File-Export-Dynamodel. If you haven't, here's the link for the scripts: http://www.yspilots.com/yspf/viewtopic. ... 68a1e644ea
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Re: .DNM to Ysflight plane

Post by elpapi09 » Fri Jul 08, 2011 6:12 pm

I have the scripts, and thankss

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Re: .DNM to Ysflight plane

Post by Shiny Rice » Fri Jul 08, 2011 6:16 pm

No problem buddy.
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Re: .DNM to Ysflight plane

Post by elpapi09 » Fri Jul 08, 2011 9:39 pm

Bet, now i have another problem

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Re: .DNM to Ysflight plane

Post by Shutter » Sat Jul 09, 2011 2:14 am

Right, okay. You need a .dat, a .lst, a dnm (which is the plane you made) and a collision file. All are explained in reconfighters tutorial, I'm pretty sure. Look in the tut section, I'd wager it's there and if it isn't I'll remedy that now.

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Re: .DNM to Ysflight plane

Post by Shiny Rice » Sat Jul 09, 2011 9:21 am

I have never understood the coll file. You can always get a .dat from other planes (the most used one is the stock F-16) for a quick test to know how the plane looks in YS. You can also copy a .lst, but make sure that you write in there you files' names.
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Re: .DNM to Ysflight plane

Post by Shutter » Sat Jul 09, 2011 7:47 pm

The collision is the extremeties of your model in srf form. It tells the game what part that gets hit that makes you crash. If you open a few coll files you'll get the idea.

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Re: .DNM to Ysflight plane

Post by elpapi09 » Sat Jul 09, 2011 11:47 pm

Ohh i see this, thnaks you!

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Re: .DNM to Ysflight plane

Post by Shutter » Sat Jul 09, 2011 11:55 pm

no problem.

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Re: .DNM to Ysflight plane

Post by elpapi09 » Sun Jul 10, 2011 12:06 am

Bet :D

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Re: .DNM to Ysflight plane

Post by Dragon029 » Mon Jul 11, 2011 2:33 am

Also make sure you make your collision file as low-detail as you can - some planes just have a few triangles for their collision model - this is because the more edges and shapes you have on your collision file, the more calculations YS has to do when you're next to something you can collide with.

If you don't have a super-low detail collision file, carrier landings become hell.
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Re: .DNM to Ysflight plane

Post by Taskforce 58 » Mon Jul 11, 2011 3:30 am

Speaking of collision file, also pay attention to the HTRADIUS setting in the DAT. This is maximum distance(*) from which YSflight will attempt collision detection. Imagine a sphere centred around your aircraft (centre at 0,0,0) with a radius equals to HTRADIUS. Make sure this sphere is large enough to enclose the entire model, but not so large that YSflight will be performing unnecessary calculations for collision detection when two objects are far enough apart that collision is impossible.

(*) YSflight will not perform collision detection if the distance between object A and object B is greater than the sum of their HTRADIUS.
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Re: .DNM to Ysflight plane

Post by Martin-Dutchie » Sat Jul 23, 2011 3:58 pm

The HTRADIUS has also an effect on the preview. The larger the HTRADIUS, the further the camera is zoomed out.

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Re: .DNM to Ysflight plane

Post by Grigor » Mon Aug 22, 2011 1:14 am

Dragon029 said: If you don't have a super-low detail collision file, carrier landings become hell.

Why EXACTLY is this so?
I only ask because most of my planes, when launched from a carrier as a WINGMAN, tend to blow up from too steep an angle of attack. Or maybe that's because they're all thrust-vectored with extreme handling characteristics. Ground launched wingmen don't have this problem as often.

Also: could this be why, when formation flying and when my wingmen get too close, the frame rate slows RIGHT down? This is due to an over-detailed collision .srf, yeah?
On the other hand, you don't want your coll.srf too crude, because then the shadow doesn't look right at certain times.
Any thoughts on all this?

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Re: .DNM to Ysflight plane

Post by Taskforce 58 » Mon Aug 22, 2011 1:31 am

Grigor wrote:Also: could this be why, when formation flying and when my wingmen get too close, the frame rate slows RIGHT down? This is due to an over-detailed collision .srf, yeah?
Correct.
Grigor wrote:On the other hand, you don't want your coll.srf too crude, because then the shadow doesn't look right at certain times.
Any thoughts on all this?
Not much you can do about it. YS use the full model to generate the shadow when the view point is close to the aircraft, then switches to using the collision file to generate the shadow when the view point is far away.
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