Aircraft as vehicles for taxiing.
#16

Me262 or Me163 being towed by a kettenkrad would be a great test of concept... :wink:
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#17

Add a truck in front to tow it Big Grin

Edit - oh.. someone got there first. Pooh.
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#18

.... he he ... smart guys .... i meant that using tweaked jet FM for vehicle would prevent from having mandatory propeller present

Z
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#19

Of course! Memo to all Luftwaffe squadrons. Henceforth all jet aircraft must have propellors to fool the enemy....
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#20

caldrail Wrote:Of course! Memo to all Luftwaffe squadrons. Henceforth all jet aircraft must have propellors to fool the enemy....


not really in the mood for this m8 ...


Z
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#21

F4U-1_Corsair Wrote:I have seen on someone's sig a truck with moving wheels, I speculate then, that it is possible to have an animated prop.

absolutely :wink:
[Image: propaV2.gif]

Depends how it's mapped on the AC model tho'
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#22

I'm not sure how you guys see this problem, but it isn't that hard. It's just a hier mesh with rotating prop. Nothing else. No jet FMs or any black magic.

http://www.simmerspaintshop.com/~viikat ... ngTest.wmv

I did that in about hour and i wasn't even sober... Tongue
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#23

cool stuff Viikate, i take it the prop cant be speed up then?

another thought comes to mind couldnt we simulate ground crew pushing the plane into a hanger or out or is that past the limits?
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#24

creamy Wrote:cool stuff Viikate, i take it the prop cant be speed up then?

Prop (either solid or transparent) can be set to spin at any speed. But using instance of CarGeneric is not the correct way to implement this. They need special hooks that planes don't have. Correct way would be to add moving ability to PlaneGeneric class. Even better way would be to add taxing as way to move between waypoints, like normifly in mission buider. AI already knows some taxing routine since they park the planes.
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#25

We were already aware that it could be done like presented by Vikate, but simply didn't think that anyone would like to edit 250+ meshes and make the whole writing stuff for it.

The only feasible way would be to use the taxiing routine, but that would most likely be way to in depth, because it would require not only rewriting of code, but also reworking every single airfield, as the taxiing points are hardcoded.
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#26

Viikate Wrote:I'm not sure how you guys see this problem, but it isn't that hard. It's just a hier mesh with rotating prop. Nothing else. No jet FMs or any black magic.

http://www.simmerspaintshop.com/~viikat ... ngTest.wmv

I did that in about hour and i wasn't even sober... Tongue


awesome, have some more bier.
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#27

.... blimey me Zorin , but didn't your a$$ become bigger lately ? .... avatar i mean (j/k)


sorry for off topic :oops:


Z
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#28

Slightly O/T for this thread,but would it be possible to have a turret from a plane,or mounted gun,as player controlled AAA? :lol:
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#29

Viikate Wrote:I'm not sure how you guys see this problem, but it isn't that hard. It's just a hier mesh with rotating prop. Nothing else. No jet FMs or any black magic.

http://www.simmerspaintshop.com/~viikat ... ngTest.wmv

I did that in about hour and i wasn't even sober... Tongue

Very cool :!:


Wheelsup

Cheers  Smile
Wheelsup_cavu

[Image: m4tsig.jpg]
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#30

Zorin Wrote:We were already aware that it could be done like presented by Vikate, but simply didn't think that anyone would like to edit 250+ meshes and make the whole writing stuff for it.

The only feasible way would be to use the taxiing routine, but that would most likely be way to in depth, because it would require not only rewriting of code, but also reworking every single airfield, as the taxiing points are hardcoded.

True enough, although it might be nice if we had some more or less ubiquitous models to push around airfields for immersion, like Fi-156's or DC-3s.

Tough to make an airfield feel active, you know? I always wonder why those jeep convoys are crossing my airstrip just as I'm about to take off...

I understand how much work this kind of thing can be, though...cheers to anyone who takes it on...
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