Current Projects

YSFlight addon development, questions, tutorials, & more!
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Timmayx
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Re: Current Projects

Post by Timmayx » Sat Sep 24, 2011 12:59 pm

Do you have a link to a larger version, it's hard to make out the numbers on this.
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Re: Current Projects

Post by Shiny Rice » Sat Sep 24, 2011 1:04 pm

Good for long flights. Some servers should have it.
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Re: Current Projects

Post by Midnight Rambler » Sat Sep 24, 2011 10:03 pm

I'm making it A3 on a PDF with a list of angles on the side, actually accurate as well.
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Re: Current Projects

Post by Airbourne » Tue Sep 27, 2011 4:17 am

brand new f-16, GRESP's! now being used for the thunderwolves.

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Re: Current Projects

Post by Kilo 11 » Tue Sep 27, 2011 8:31 pm

Airbourne wrote:brand new f-16, GRESP's! now being used for the thunderwolves.

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Nice! would be great to see your show guys. :)
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Re: Current Projects

Post by VNAF ONE » Thu Sep 29, 2011 10:15 pm

Airborne you're making me so happy right now! :D
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Re: Current Projects

Post by Airbourne » Fri Sep 30, 2011 2:05 am

VNAF ONE wrote:Airborne you're making me so happy right now! :D
i just added vapor strakes, how do ya feel now?

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Re: Current Projects

Post by Kilo 11 » Fri Sep 30, 2011 3:05 am

Airbourne wrote:
VNAF ONE wrote:Airborne you're making me so happy right now! :D
i just added vapor strakes, how do ya feel now?

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WTF......how did you do that........????? :shock:
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Re: Current Projects

Post by iqmal_97 » Fri Sep 30, 2011 9:33 am

Vapor strakes and other effects aren't new to Ysflight. Many modders have applied them on many various aircraft.
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Re: Current Projects

Post by DavideV » Fri Sep 30, 2011 3:23 pm

Yeah, bu he's asking how did you make them appear in that way, because the standard vapour's track Are just white Lines and, until you didn't modified YSF itself, there are no way to do it like you did (at least, that I'm aware of)
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Re: Current Projects

Post by Dragon029 » Fri Sep 30, 2011 3:34 pm

They're just transparent .srf's that move as elevators and also have variable geometry aspects so that they only appear at certain speeds - as iqmal said though, they're not new, Flake has had them on his F/A-18's for ages and I'm sure there are others.
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Re: Current Projects

Post by DavideV » Fri Sep 30, 2011 3:58 pm

Uhm, that is VERY interesting!
Dragon029 wrote:...and also have variable geometry aspects so that they only appear at certain speeds
May I ask you to clarify a little bit this point?
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Re: Current Projects

Post by Shiny Rice » Fri Sep 30, 2011 4:11 pm

Yes, I may also include them in my planes.
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Re: Current Projects

Post by Dragon029 » Fri Sep 30, 2011 5:43 pm

DavideV wrote:Uhm, that is VERY interesting!
Dragon029 wrote:...and also have variable geometry aspects so that they only appear at certain speeds
May I ask you to clarify a little bit this point?
tl;dr version: making the vapour .srf a child of an empty .srf which is given a CLA value of 1 (for variable geometry wings) to make sure that the vapour isn't visible while sitting on the ground or at really low speeds.

Full explaination:

Parts or .srf models (in a .dnm) can be assigned 2 jobs if you link them with empty .srf's.

So for example, if you were making an elevator that also moved when you rolled, you'd make a 'null' or empty .srf and it would be classed as an aileron.
Then, you import / open the .srf of the actual elevator, make it a child of the empty .srf and class it as an elevator.
Now, the elevator can be made to move when you roll the aircraft and/or when you pitch the aircraft.


Similarly, if you get those translucent vapour .srf's like on that F-16 or Flake's F/A-18's and make them elevators, when you pitch up, you can make them pop up over the aircraft.
Additionally, because most aircraft don't make vapour clouds at very low speeds, you might make the vapour a child of an empty .srf which is classed as a variable geometry wing.
VG wings move or appear only at speeds written into the .dat, allowing you to make the vapour not appear until you're going faster than 200kts, etc (otherwise you'd see them while you're sitting on the ground).
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Re: Current Projects

Post by DavideV » Fri Sep 30, 2011 6:13 pm

Dragon029 wrote:...VG wings move or appear only at speeds written into the .dat
That's the part I was missing... Thanks!
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Re: Current Projects

Post by VNAF ONE » Mon Oct 03, 2011 10:31 pm

That's freakin sex there Airborne! I love them and I'm ready to join haha. I'll be flying these a lot when they come out especially since they're realistic flying.
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Re: Current Projects

Post by Philster » Tue Oct 04, 2011 4:20 am

In an attempted to fix the annoying "dent" issues in blender, I was able to create this....
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After separating the srfs. by using dnmexplode from Raptor's script, I tried to get the srfs. back into a dnm. via makednm. Well, I forgot about the hierarchy system in ysflight models and it just got worse and worse. I was even able to make the fuselage blue when I attempted to round the vertices. :lol: Yes, I know it is a mess. Hopefully I will get it back to normal soon.
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Re: Current Projects

Post by Honey Badger » Tue Oct 04, 2011 11:36 am

Leave it like that, make a copy, and fix the copy. That looks awesome!
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Re: Current Projects

Post by DavideV » Tue Oct 04, 2011 6:34 pm

AHAHAHA funny!

BTW, what's the "dent" issue?
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Re: Current Projects

Post by Philster » Tue Oct 04, 2011 11:12 pm

DavideV wrote:AHAHAHA funny!

BTW, what's the "dent" issue?
Well, whenever I cut into models in blender, the shading always becomes messed up for some reason. I made a post about it a while ago, but I still can't seem to fix it...
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