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  1. #126
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    remember how i said, i was backing away?
    wrong...i puttered on it for the rest of the day,
    got a loose grip on vector editing,
    and changed mine to 13.50, 00.00, 00.90
    and -13.50, 00.00, 00.90 on the left side.
    i also used multiple selection to shift the gear SA outward.
    funny how we did the same thing
    and got the same results...success.

    i am still perplexed by the retracted strut
    bleeding through the wing edges.
    i am seeing it briefly fore and aft.
    as far as i'm concerned,
    this is not acceptable.
    the has got to be a way to cure it.
    i will continue to try to figure it out.

    at this point, i am leaning toward,
    manually rotating the strut
    into the retracted position,
    then, figuring out how to make it disappear
    from all points of view.

    it seems to me, figuring this out is critical
    for any model with retracting gear.
    ...doesn't it?
    sometimes the magic works.
    sometimes it doesn't.

  2. #127
    Hello Smilo,
    So you remembered and finally did it. Great! That is even more relieving to know.

    You have also come to the same conclusion. The way the vectors and parts all line up, indicates to me that the strut has to be separated. Rotate the strut separately... as itīs not connected to the skirt and wheel it may stay hidden above the seal?

    From what I have been able to learn so far, one canīt escape from having to set up a separate sub-assembly for the strut. Would setting up a glue sequence within the Gear sub-assembly be any good to hide the strut seen from fore or aft through the wing leading or trailing edges?

    There should be a way of just not showing the strut when the gear is retracted... but perhaps only in a real animation.

    Perhaps one could maintain the skirt on the same hinge, and not convert it into a different-moving well-door, because the strut retracted strut remains above the seal and will probably disappear by itself. If not, it will have to be treated like a door, like it says in the tutorial. I wonder if the R0y rotation will be allowed . Maybe it was because of a non-existing vector? I donīt know.

    One could maybe also have a black gear-well appear with the extended wheel... that would be a black copy of the skirt plus a black copy of the wheel... but that is just further speculation and doesnīt have to be done if itīs going to mean even more complications with seals.

    Update: Plan B. Very simple: Use the present set-up, but a lower hinge and retracted position.
    There is a Polish utility aircraft and crop duster, like a little brother of the Air Tractor. It comes with a neat optional retractable landing gear.
    A light-weight pneumatic mechanism run by a compressed air bottle is good for quite a few retractions. Gear extension is by gravity and spring blocked. The curious thing about it is that there is no wheel well: The retracted gear rests horizontally against the under-wing surface, with a fairing or skirt that covers the strut and half the wheel and has a frontal aerodynamic flange that fits flush to the wing.
    So... all we have to do is put a flange on the skirt and change the hinge position a little inward so that the gear rotation leaves the whole gear unit under the seal.

    Then, looking at the subject of the rotating wheels, wheels would have to be separated from the l/r Gear Sub-assemblies as well. The standard AD2k WHEEL ROT process cannot be used because it only works for FS2000 and CFS2,but, forFS98 and CFS1 it can be "trans/rotted" by 1 degree.


    As far as I can see, perhaps it could be possible to display all these separate sub-assemblies within the currently existing Sequencing procedurewithout the creation of additional seals.

    Well, at least we are getting somewhere slowly! It is definitely interesting and fun. When I saw how nicely the model fit together after your sequencing, although I was expecting it, it felt absolutely fantastic!

    Anyway, I always say "anyway", and I always say
    ,
    Aleatorylamp
    Last edited by aleatorylamp; February 25th, 2017 at 07:20.

  3. #128
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    after going back to bed early this morning,
    i laid there thinking about it.
    i remembered a project i did long ago.
    it was an A20 with gear that retracted into the nacelle.
    as i recall, it was a tight fit.
    i had to keep adjusting because,
    if i wasn't careful aligning it just right,
    the tire would protrude through
    the top or bottom of the nacelle.

    okay, so what?

    so, that tells me, there is a way
    to get the gear to disappear inside
    AND it tells me there is a way
    to get part of the gear to protrude.
    all i have to do is remember how to do it.
    or, dig around and find the old A20
    and copy the sequence.
    there is hope.

    now, for some coffee.
    sometimes the magic works.
    sometimes it doesn't.

  4. #129
    Good morning, Smilo, and good late afternoon to me!
    Enjoy your coffee, Iīm just going to make my afternoon tea!
    Interesting once again.
    Your rememberance of the A20īs gear disappearing inside a nacelle is a clue for the possibility that a Strut made as a separate Sub-assembly, moving together with the Skirt and Wheel panels in their own Sub-assembly, would be invisible inside the wing.
    Iīll go for it and see what happens!
    Cheers,
    Aleatorylamp.

  5. #130
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    i've found the old A20 project.
    there are an untold number
    of 3DM and 3DMI files and folders.
    not to mention, numerous cfs models.
    (at the time, i would produce a new model
    for each and every section of the aircraft.
    i would build at 0, 0, 0 so the compiled section
    could be easily viewed in cfs**)
    it's almost overwhelming.
    the current task is wading through them all
    and finding the cfs model with the accurate retraction gear.

    **speaking of viewing in cfs,
    is there an easy way to slow the roll rate in the air file?
    i like to view a model in slew mode,
    stationary, at altitude, but, rolling.
    then, view it from different view angles.
    if the roll rate could be slowed to a crawl,
    it would be very helpful.
    sometimes the magic works.
    sometimes it doesn't.

  6. #131
    Hello Smilo,
    Good Grief! Itīs like rummaging in the attic!

    Your description of the A-20īs wheels portruding through the nacelle if not exactly fitted, sounds like it was for FS2002, with its "superior" Z-Buffer-equipped 3D machine.


    I got a dizzy trying to figure out how to alter the Jump Plane calls in the Gear Sub-assembly and the Main Assembly, if I take the Strut out into a different Subassembly, or do the same with the Wheels make them turn, and had to give up.

    So, I have changed tactics for the moment, to have an external Gearwell-less pneumatic+gravity driven retracting Gear, like on the Polish utility plane/Crop Duster. If it works properly, Iīll make a fairing for the skirts.

    In a previous post you mentioned your LG hinge vector as having changed to 13.50, 00.00, 00.90 and -13.50, 00.00, 00.90. I would have thought raising the axis by 0.9 would cause the 90-degree turning gear to move further into the fuselage and shine through from the top.

    At the moment Iīm trying out lowering the hinge to -.9, to get the whole subassembly below the seal and to get the wheel further away from the fuselage. Iīll see how it works. For the moment itīs not letting me edit whole the vector height, only one end, making the wing bend down. Making a new vector is not recognized either. Not everything is as easy as it seems...

    Good luck with your searches!
    Cheers,
    Aleatorylamp

  7. #132
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    i completely understand the dizzying factor.
    sometimes, you just have to walk away for a bit,
    gather your thoughts and jump back into it.

    i have spent, i don't know how long,
    going through both, cfs and ad2k, a20 files.
    (there are, no doubt, more on other hard drives)
    anyway, i have been unable to find
    the bleed free gear/nacelles i'm looking for.
    now, i'm wondering if it was a dream.

    while i was digging around i found
    an original MYRFO 3DM file.
    i opened it in ad2k and noticed
    -the wheel and strut
    -and the skirt
    are in two separate SAssemblies per side.
    not that it really matters,
    there are no jump planes sequences
    so, everything is a bleeding mess.
    but, i found it interesting.

    about the +- 00.90 vectors entries,
    i did that to get the gear point i
    centered inside the wing,
    so, when retracted,
    the strut would be buried in the wing,
    but, the skirt would be flush with the wing bottom.

    okay, i'm off to look through some more a20 files.

    hmm, a curious thought...
    since the model is more complex,
    how does the ugly100 deal with the gear?
    sometimes the magic works.
    sometimes it doesn't.

  8. #133
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    STAND-BY!!!
    preliminary tests are positive,
    i may have it.

    still need to bury the strut
    and look again.
    sometimes the magic works.
    sometimes it doesn't.

  9. #134
    Hello Smilo,
    Very interesting, very interesting indeed...

    The Hinge position on the Gear with the Skirt together on the Cubefly, is also suposed to achieve the same effect, because it hinges on the skirt rather than on the strut, and the skirt ends up flush with the wing under surface.

    Yes, the authentic RFO has separate assemblies, because the Skirt is actually a wheel door.

    The Ugly100, (and the Pony) have a different Gear Rotation which is progressively animated - it used JUMP GEAR and RANGE. The range goes to 228, which may be -132 Degrees (360-228) , but for my liking the gear disappears much too soon.
    If all fails, the CubeFly could also get such a gear no prob!

    Anyway, Iīm very intrigued with your preliminary tests, and wish you luck!
    Stubborn as we are, the tutorial MUST be adapted 100% for CFS1 if at ALL possible!

    Cheers for the moment!
    Aleatorylamp

  10. #135
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    when i scan views around the wing,
    there are no bleeds with gear retracted.
    oh joy!!

    BUT, as i roll the wing in slew,
    viewing from different angles,
    i still see the embedded strut bleeding
    through the leading and trailing edges.
    for a few minutes, i really thought i had it.
    i'm not giving up, though,
    i still have a few ideas to try.

    sorry for the false alarm.

    about the tutorial,
    if it was me,
    i'd hold off until we have it down pat.
    i mean, it's okay to update it,
    but, folks might get tired of downloading
    incorrect information.
    once again, just my opinion.
    sometimes the magic works.
    sometimes it doesn't.

  11. #136
    Hello Smilo,
    It has just dawned on me, that as the RFO tutorial is for FS2000, we may be barking up the wrong tree.

    Even by separating the Strut into a different assembly, we donīt seem to be any better off than yesterday with the strut in the same sub-assembly as the skirt.

    Now that we have done s much work trying to use Trans/Rot, we could show the gear tucked under the wing a bit below the seal by lowering the hinge vector (I actually quite fancy this idea).

    The alternative is changing the instruction to retract the wheels. CFS1 requires the gear not to be displayed just when it reaches the wing undersurface, and TRANS/ROT canīt do it.

    Whatīs there, is what there is. "Es lo que hay", as they say here!

    Section 5 in Tutorial 98 for the Ugly100 deals with this clearly, using JUMP GEAR + RANGE 228,0 and then GEAR BANK + VECTOR. The Gear Sequencing is in the left and right Wing Assemblies. I suppose one could enter maybe 240 so as not to make the gear disappear so soon.

    OK. Then, Good Night!
    Cheers,
    Aleatorylamp

  12. #137
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    well...isn't that special?
    i'll give it a try.

    after hours of little or no success,
    i finally decided to dump it all.

    actually, i made a new SA called BOX.
    it is a rectangle large enough to hold
    the strut with plenty of room to spare.
    each side is a GPOLY of a different color.
    the purpose of this exercise is to see
    if i can get the strut to completely disappear
    inside the damned box when viewed from all angles.

    as i said before, this is an important problem
    to solve before moving on to another phase.
    besides, it's pissing me off and i can't let it go.

    too funny...woof
    sometimes the magic works.
    sometimes it doesn't.

  13. #138

    one last bark up the tree

    Hello Smilo,
    Ha ha! Woof! I had to laugh. But anyway... Thatīs told the tree!

    So it looks like we have the following choice: The Crop Dusterīs externally retracting gear with a flanged skirt and no wheelwell, or the animated sequence from the Ugly100.

    The first could be didactically better as it illustrates another way of doing things and also because the second is in another tutorial anyway, but... the second one would be more professional aircraft-builder-wise, but it is realistic as it does exist.


    Hey! Iīve just had an idea. I canīt leave it either because itīs also pissing me off. So, just to be obnoxious...

    One last bark up the tree:


    The text regarding turning wheels (I have attached it herewith, itīs only 2 pages long and in large font), explains the theory very well, including and separating both concepts, the Turning of the Wheels and the Retraction of the Gear. Here is an exerpt from the text, regarding Gear Retraction:

    QUOTE

    Gear movement (for both the gear strut and the wheel)
    We have to perform the following operations:
    1) a translation to move the center of rotation of the gear to the origin,
    2) the rotation of the gear,
    3) a translation to move back the gear.

    UNQUOTE

    Now: Assuming we write another separate SA where just the strut polygons are HIDDEN,
    and we add these two following things to the Gear Movement concept:

    4) a second translation to move the new strut SA to the centre of rotation of the gear to the origin,
    5) the hiding of the struts with all the polygons marked as HIDDEN.

    The question is, would this be possible to do?
    ... or, is this what you were trying to do all along and it isnīt possible?

    Cheers,
    Aleatorylamp
    Attached Files Attached Files

  14. #139
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    hello Stephan...my brain is mush.
    this was my last look before going to bed.

    i searched and found an old copy
    of the ugly rightwing 3DM
    and have been working at it all evening.
    every time i think i've got it,
    something jumps up and bites me in the a$$.
    i can make the gear totally visible
    when extended..no bleeds, perfect,
    but when retracted...words can not express.
    OR, i can make the gear totally invisible
    when retracted...no bleeds, perfect,
    but, when extended...bleed city.

    i've had enough for the night,
    but, will dive back in, in the morning.
    i still have a few ideas
    and the sequence you've posted adds another.

    the rotating wheels looks interesting,
    but, i'll leave that until after i complete this task.

    as for the externally retracting gear with a flanged skirt,
    i'd say go for it if you want to. it's your call.
    personally, i'm locked in on the disappearing gear.

    i'm off to bed...good night or morning as it were.
    sometimes the magic works.
    sometimes it doesn't.

  15. #140

    last bark no use either

    Hello Smilo,
    The mush brain syndrome is what I also have with this. I doubt that my last Idea will work.

    I was trying to find another way of doing to do what you are trying too, i.e. hiding the strut when it is retracted, but this idea will not work because:
    Whatīs the sequence I want to add really going to do? Translate an already hidden SA section to the origin to get it out of the way? Itīs hidden anyway, and wonīt affect the other SA thatīs not hidden!
    There seems to be no HIDE instruction that can be activated by the Simulator. You can only hide something permanently in AD2000 which is part of something you built that you donīt want to show.

    From your current investigations re. animated gears using Jump Gear + Range, Iīm surprised that a Jump Plane instruction cannot avoid bleeds.

    I hope I havenīt opened a can of worms... But there MUST be something that can be done.

    Well, something has to be done, so Iīll go for the externally retraction concept, just to finish off this tutorial.
    Then Iīll move on finishing the second tutorial - only the front animated prop Assembly is still missing.

    I looked at the Ugly100 gear retraction:
    Itīs quite clean and there are no bleeds between struts and wheels, but there seems to be 2 simplifications:
    1) Thereīs no skirt, and
    2) the movement arc is a bit limited.
    Why? because of possible bleeds? Hmmmm... I wonder.
    A wheel-door can of course be put on, with a vertical seal to separate it from the gear. There are separate instruction for Wheeldoors onm AD2000 anyway.

    Well, I think one has to take it a bit easy.

    Cheers,
    Aleatorylamp

  16. #141
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    have slept for a few hours
    and am now on my late night jaunt.
    my big monitor is turned on,
    but, will take a bit to get warmed up
    enough to see the fine details of the model.
    the left side is clear,
    but, the right is hazy,
    fading into darkness.

    so, what do i want to accomplish?
    there is a strut, built at 0, 0, 0,
    (0, 0, 0 is it's pivot point)
    i want it to stand to the right,
    protrude through an off center wall,
    (at a pivot point defined by a vector)
    then, on command, lay on it's side,
    and be hidden behind said wall.
    all this accomplished, using seals,
    the vector and jump planes.
    the tricky part, is keeping the strut
    visible or invisible on command
    from all viewable angles.

    shoot...that doesn't sound like such a big deal.
    the screen is clearing up,
    except for the top quarter
    and that's improving.
    i'd best get crackin'.
    i'm wasting wake time.

    looking at the strut alignment.
    something has been bugging me.
    the strut is built on the negative side
    which puts the pivot point
    on the wrong side of the strut.
    the wheel is also on the wrong side of the strut.

    i think i'll change that first.
    wish me luck...i'm goin' in.
    sometimes the magic works.
    sometimes it doesn't.

  17. #142
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    been up most of the night.
    none of the usual,
    go back to bed
    after being up for a few hours.

    got down to the nitty gritty,
    created new S assemblies.
    one for the strut,
    which i moved to 0,0,0
    created another SA called WINGD
    which contained one large polygon
    the size and shape of the lower wing.
    it's also, in the same location and angle.
    i moved the vector pivot point
    to well above the wingd polygon
    and finally, made that polygon a seal.
    i tried several combinations
    of jump plane entries
    and came up with the same results.

    i have not tried making another seal
    and placing it between the vector pivot point
    and the lower wing polygon....maybe?
    i also noticed something else of interest.
    by adjusting the Jump Gear RANGE
    minimum to 200, the strut disappears
    just before full extension, but,
    is visible when retracted.
    the lower i make the minimum,
    the sooner it vanishes when extended.
    unfortunately, this is the opposite effect
    i am looking for...go figure.

    next, i want to add JUMP DOOR.
    i have a suspicion that it will cover
    the retracted gear, but,
    i'm not going to get my hopes up too high.

    i need a break....want coffee.
    sometimes the magic works.
    sometimes it doesn't.

  18. #143
    Hello Smilo,
    Weīre just back from the farmerīs market, with a snack lunch on the way.
    Well, you certainly have been doing a lot of research experiments.
    Itīs a difficult one, isnīt it?
    The problem of having a short computer session in the middle of the night at 2 or 3 a.m. is that it often wakes me up too much and Iīm not sleepy enough to get back to sleep. If this happens 3 nights running, like last week, the accummulated lack of sleep makes giddy during the day... But one gets new ideas and wants to try them out before forgetting them.


    Well... Re. the External-Gear-Retraction System:
    Thereīs also a Yak 18 with rear-folding gear where the strut and over half the tyre stays outside the well.
    This one can land without extending the gear in an emergency, but it ruins the prop.

    In my case I couldnīt move the existing vector down by 0.9 ft, and a newly-made vector would automatically disappear.

    It appears that a vector needs a point at the end or at a corner of the part to be rotated, so fixing one at -0.9 ft from the top of the strut is not possible. So what I did was move the strut even further out and adjust the hinge vector to the inboard top corner, successfully this time, so that after pivoting, the wheel would end up flush against the fuselage wall.

    This time it worked, without bleeds. Itīsimple and doesnīt look bad and I may leave it without the skirt flange. If needed, a flange would require a seal between it and the rest of the skirt, as well as the corresponding Sequencing within the SA, similar to the Spinner/Propblades/Propdisk sequencing. Anyway, hereīs a couple of screenshots. The belly textures still have to be polished.

    Thinking of your results that were only good for either a retracted or an extended gear, but not both:
    Itīs a pity that a Jump Plane Sequence that can make a conditional call to a chain of SAīs in two different orders, depending on which side of the seal the viewinpoint is at, but not depending on whether your gear is being retracted or extended.

    Good luck for your side of research!!
    Cheers, nice Sunday!
    Aleatorylamp
    Attached Thumbnails Attached Thumbnails Ext-retract1.jpg   Ext-Retract2.jpg  
    Last edited by aleatorylamp; February 26th, 2017 at 08:59.

  19. #144
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    we are a couple gluttons for punishment, aren't we?

    i am curious about your vector difficulties,
    but, frankly, don't know enough
    to offer any help with them.
    the best i can for for now,
    is set one up at 0,0,0 origin
    and then, mouse click to the approximate area
    i want the thing to terminate.
    (I don't know why i can't just enter the origin
    and destination coordinates at the beginning)
    anyway, then, i edit by manually inputing the coordinates.
    at least, i think that's what i do.
    i still have a lot to learn.

    i guess the reason i'm stuck on this,
    is because, most aircraft with retracting gear,
    have the retracted gear stored (hidden)
    in the wing, fuselage or nacelles.
    (captain obvious here)
    therefore, it seems that doing so
    shouldn't be a major production
    and a four day battle to figure out.
    ...or, am i asking too much?

    i have a couple more things to try
    before i go to the jump door.
    we shall see how it goes.
    sometimes the magic works.
    sometimes it doesn't.

  20. #145
    Hello Smilo,

    Ha! Iīd prefer to call it preserverance... but maybe youīre right!

    OK on the vector tip. I find it mystifying too.
    I found out something new: Apart from the "c" button to elect a part within a SA, and the "n" button to directly go for one vertex, when you are viewing the vectors, pressing the "v" you can select the Vector to edit, and if looking at seals, itīs the "s", and texture supports "t"... itīs easy when you know...

    Also, sometimes, interaction with the on-screen mouseclick comes in handy, if you know... Some things went haywire when I accidentally clicked on the screen and I didnīt know what was happening! Once I chose the wrong vector, looking from the front only, and bent the whole wing down! Slowly the mechanics of managing the programme are getting clearer.

    I agree, the standard for retracted retractable gears is to be stored, so it should work. Iīll store my present external storing version because it is a clean build, and investigate further.

    One quick try perhaps, could be to give Ugly100 a Strut Skirt and see how that behaves on the existing sample aeroplane .3DM, because from what I can see, wing, wheel and strut have no bleeds.

    I havenīt done much on the plane today, lazing around "watching" TV I had a long nap.

    Chairs,
    Aleatorylamp

  21. #146
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    i finally got around to trying
    the Jump Door Range.
    damn...i wish i'd tried it two days ago.
    what does that tell you?

    to be honest, i am disappointed
    in the reverse functioning
    of Jump Gear Range.
    that, or there is severe operator error.
    why would i want the strut to disappear
    when the gear is fully extended?
    maybe it's a glitch.
    after hours of dinking with it,
    i found it to be worthless.

    okay, so, the Jump Door Range
    is inserted in the model editor,
    via the Jump Gear Range.
    basically, key Ins, J, E, Enter
    while JUMP GEAR is highlighted,
    in the model editor instruction list,
    key D to cycle JUMP DOOR.
    click on the ? and select a SA
    that has a polygon large enough
    to cover the retracted gear.
    it should be in the same location
    as the "panel" the gear is bleeding through.
    make sure the "door" is facing out
    when the gear is retracted.
    if it isn't, select it in the graphic editor
    and flip it...that's in the draw menu.
    i don't know if it's required,
    but, i put the "door" in it's own SA.

    as for the RANGE settings,
    i need to play with it a bit,
    but, as far as i can tell,
    228 is default and 255 min
    is as high as you can go.
    the higher the number,
    the sooner the door becomes invisible
    when the gear is extending from the wing.

    now, for the bad news...
    there's more work to be done.
    when retracted, the gear still bleeds
    through the leading and trailing edges of the wing.
    to me, this indicates the need
    for at least one more seal and jump plane sequence,
    but, i won't be surprised if it's two.
    sometimes the magic works.
    sometimes it doesn't.

  22. #147
    Hello Smilo,
    Thanks for your detailed instructions to build the wheel door.
    Could it be that your gear is still bleeding through the wing because it hasnīt disappeared?
    I am also mystified by your report on the strut disappearing when fully extended - meaning that it is still there when up.

    If you have RANGE 228,0 the gear or strut should disappear quite a distance before reaching the undersurface of the wing, and it it has disappeared, then it shouldnīt bleed through.

    Maybe the RANGE parameter values are thr other way round?
    Just in case, the Ugly100 Right Wing Code reads: (KARMAN is the call to the wing-root fairing)

    RITEWING ASSEMBLY
    JUMP PLANE W10
    PLANE -3.200;-1.000,0.000,0.000
    GOSUB W01
    GOSUB KARMAN
    RETURN
    W10 GOSUB KARMAN
    GOSUB W01
    RETURN
    W01 JUMP GEAR WING
    RANGE 228,0
    JUMP PLANE W11
    PLANE -1.153;-0.072,0.000,0.997
    GOSUB W02
    GOSUB WING
    RETURN
    W11 GOSUB WING
    GOSUB W02
    RETURN
    W02 GEAR RBANK GEAR
    VECTOR 6.300,0.250,-0.700,0.00,0.00,0.00
    RETURN
    WING SUBASSY,T click to open sub-assy
    KARMAN SUBASSY,T click to open sub-assy
    GEAR ...


    Can this help?

    Good luck!
    Chairs,
    Aleatorylamp
    P.S. I had awful problems getting the text into the message, and this is the best I could do, otherwise the indents disappeared.

  23. #148
    SOH Staff
    Join Date
    Jul 2005
    Location
    State of Confusion..... -8GMT
    Posts
    3,775
    yes, you are correct,
    the gear strut** is bleeding through the wing
    because it has not disappeared
    when in the retracted position.
    if it did, i would have been done long ago.

    one would think that the Jump Gear RANGE
    would easily take care of that.
    BUT NOOOO.
    for some unknown reason,
    the Jump Gear RANGE
    is acting completely opposite of how it should.
    as the retracted strut goes through the extension curve,
    it disappears just before reaching full extension.
    in a word...maddening.
    i don't know if it's a glitch or operator error.
    either way, i gave up on it hours ago.
    i am currently constructing a "gear" box
    that fits inside of the wing.
    when the strut is retracted,
    it can not be seen inside the box.
    i had it working a while ago,
    but, screwed something up
    somewhere along the way
    and couldn't remember how i did it.
    damn the luck.
    anyway, i got it straightened out
    and am now fine tuning the bugger.


    **i am just using the strut for simplicity.
    sometimes the magic works.
    sometimes it doesn't.

  24. #149
    SOH Staff
    Join Date
    Jul 2005
    Location
    State of Confusion..... -8GMT
    Posts
    3,775
    so...what was i saying about operator error?
    please, refresh me with a dose of salt.

    humility is a wonderful thing...isn't it?

    i just redid the model editor instructions
    and, lo and behold, it works. yahooo!
    the Jump Gear RANGE even works.
    i couldn't/wouldn't help myself
    and played with the settings a little bit.
    i adjusted the min from 228,0 to 195, 0
    so now, the gear disappears as it meets the wing.
    of course, this will most likely change,
    when i readjust the gear vector,
    but, that's not a big deal.

    IT WORKS!!!

    that was one steep learning curve, right?
    sometimes the magic works.
    sometimes it doesn't.

  25. #150
    Hello, Smilo!
    Iīm just having my tea-at-dawn . Delicious ...and the cats are fed.

    Wow! . Sense of achievement - another thing licked! And, now itīs my turn to feel useful too! Ha ha!
    You are absolutely right! Humility prevents you from struggling with broken pride when you make a mistake and canīt bear recognizing it - itīs much more practical.

    Anyway, now you can put a skirt on the strut! (Struts must be Landing Gearīs feminin company... how nice!)

    I think I had a concept error with the adaptation for FS98/CFS1 of the RFO tutorial come-CubeFly: I thought the problem was TRANS/ROT used instead of JUMP GEAR + RANGE, but I think it isnīt!

    Unless I am mistaken, the instruction JUMP GEAR + RANGE can be fitted into the sequence to also control visibility on TRANS/ROT, not only to do so on GEAR RBANK right gear, GEAR LBANK left gear, GEAR ELEV center gear and GEAR ELEVR center gear (reverse -(rear?)).

    So possibly by just fitting JUMP GEAR + RANGE into the sequence before TRANS/ROT on the CubeFly it will work.
    That way I can flog of my cheapo utilitarian retractable landing-gear kit on the flea market!

    Interesting detail:
    On the JUMP RANGE instructions for aileron movement I entered 10 for one side and -10 for the other, and automatically the minus ten value was converted to 350, so itīs like 360 minus 10.

    Thanks for the 195 entry! Iīll change it to that on mine.

    More, later!
    Cheers,
    Aleatorylamp

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