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Author Topic: Fokker DXVII  (Read 7350 times)

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Vasya

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Re: Fokker DXVII
« Reply #12 on: January 30, 2023, 03:45:46 AM »

Some 3do fix observed, clips gear, clips engine, new lod values, WingLIn_D0 damage adjusted.

https://www.mediafire.com/file/dcfrix8xi8wba1q/Fokker.rar/file

Un saludo.
Thank you very much!
I liked the corrected model.
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Frankiek

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Re: Fokker DXVII
« Reply #13 on: January 30, 2023, 04:24:11 AM »

Some 3do fix observed, clips gear, clips engine, new lod values, WingLIn_D0 damage adjusted.

https://www.mediafire.com/file/dcfrix8xi8wba1q/Fokker.rar/file

Un saludo.

Badly needed thanks
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erafitti

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Re: Fokker DXVII
« Reply #14 on: January 30, 2023, 06:07:26 AM »

Know its for 4.13, thoguth i test in bat 4.2.2 and crashes at 60 percent loading, vasya file
Air.ini entry:

Fokker-DXVII                air.FokkerDXVII           1  NOINFO   du01    SUMMER

Un saludo.
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Frankiek

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Re: Fokker DXVII
« Reply #15 on: January 30, 2023, 08:07:19 AM »

The new FM is definitely an improvement and works fine in 4.12 but i think that there is still a problem with the GC of the plane and the positioning of some hooks and collision boxes
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Vasya

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Re: Fokker DXVII
« Reply #16 on: January 30, 2023, 09:07:11 AM »

The new FM is definitely an improvement and works fine in 4.12 but i think that there is still a problem with the GC of the plane and the positioning of some hooks and collision boxes
The problem with the center of gravity is because the glider was not designed in 3D-Max according to the drawings of the original aircraft. Even when transferring a 3D aircraft from War Thunder or another game to IL-2, you need to take into account many different nuances.
Some 3D models after their installation in the IL-2 have a pronounced rear centering. This can be seen in the simple editor window if you rotate the aircraft model.
The center around which the model rotates should coincide with the center of gravity of the real aircraft - this is approximately 1/3 of the wing. In default, there is also a 3D aircraft, the center of which does not correspond to the real prototype - this is the Yak-7A / B.
In the simple editor window, you can rotate this model and also the Yak-9 model. You can see that the center of the Yak-7 model is strongly shifted back.
In fm, it is not possible to compensate for inaccurate model coordinates in 3D.
Such thoughts.
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Piotrek1

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Re: Fokker DXVII
« Reply #17 on: January 30, 2023, 10:00:54 AM »

Thanks very much, erafitti and Vasya 8),

Best Regards,
Piotrek
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Frankiek

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Re: Fokker DXVII
« Reply #18 on: January 30, 2023, 11:09:44 AM »

The new FM is definitely an improvement and works fine in 4.12 but i think that there is still a problem with the GC of the plane and the positioning of some hooks and collision boxes
The problem with the center of gravity is because the glider was not designed in 3D-Max according to the drawings of the original aircraft. Even when transferring a 3D aircraft from War Thunder or another game to IL-2, you need to take into account many different nuances.
Some 3D models after their installation in the IL-2 have a pronounced rear centering. This can be seen in the simple editor window if you rotate the aircraft model.
The center around which the model rotates should coincide with the center of gravity of the real aircraft - this is approximately 1/3 of the wing. In default, there is also a 3D aircraft, the center of which does not correspond to the real prototype - this is the Yak-7A / B.
In the simple editor window, you can rotate this model and also the Yak-9 model. You can see that the center of the Yak-7 model is strongly shifted back.
In fm, it is not possible to compensate for inaccurate model coordinates in 3D.
Such thoughts.
you are right,  at least now is possible to take off manually with the plane being more stable if you are careful with throttle and controls so thank you
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Vasya

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Re: Fokker DXVII
« Reply #19 on: January 30, 2023, 01:54:56 PM »

you are right,  at least now is possible to take off manually with the plane being more stable if you are careful with throttle and controls so thank you
On takeoff, you can use the elevator trim and afterburner - it will be much easier to take off.
In takeoff mode, the Kestrel-2 engine produces somewhere around 600 hp. power at a fixed propeller pitch.
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Vasya

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Re: Fokker DXVII
« Reply #20 on: February 01, 2023, 05:33:40 AM »

Removed class code that doesn't fit the Fokker D-17 plan.
Left only the code for prop-2.
In the log-file, the game swears only at him.
For patch 4.09 added "hooky dump" for machine guns - so requested the game to load the mission.
https://drive.google.com/file/d/13GxLfxOhilK7SXsqCOAWx1F5tuVuvUjN/view?usp=share_link
3D for Fokker D-17 here:
Some 3do fix observed, clips gear, clips engine, new lod values, WingLIn_D0 damage adjusted.

https://www.mediafire.com/file/dcfrix8xi8wba1q/Fokker.rar/file

Un saludo.
Respect for the community!
Code: [Select]
INTERNAL ERROR: Can't open file '3DO/Cockpit/FokkerDXVII/LABELS3_HAKEN.mat'
WARNING: object '3DO/Cockpit/FokkerDXVII/LABELS3_HAKEN.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Material: Can't load 'LABELS3_HAKEN.mat'
Caught Exception in materialReplace(LABELS3, LABELS3_HAKEN):
java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'LABELS3_HAKEN.mat'
Fokker D-17Full cockpit
https://drive.google.com/file/d/1py4cmeQGI3DNs9G7JA8awMkqbhh_biZY/view?usp=share_link
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Frankiek

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Re: Fokker DXVII
« Reply #21 on: February 17, 2023, 10:23:35 AM »

Tested the new FM both in 4.09 and 4.12 that is much better and now you can take off without major swirling to the left. With the new classes I got a weapon array error that was preventing the plane to load in QMB so I reverted to the old classes and just inserted the new FM in a file that kept the old name (FokkerDXVII_FM) and everything is ok  ]thumleft[
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