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chaos

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Everything posted by chaos

  1. Isn't that exactly what I wrote before you did...? I do this stuff for a living. I'd hope that I would have at least working knowledge on how wind affects aircraft after almost 30 years in the business... but... I never assume I know it all. Again, I think we're not talking about the same thing. Best to drop it. As for the actual bug... I would like to know so, please, do not decide things for me. Cobra can choose to answer if he so pleases.
  2. Nope, you're wrong... Forget about groundspeed... this is not important. Yes, it will hang motionless in the air because 50 - 50 = 0 I get it... Never mind. I get the feeling we're talking about 2 different things. What I would like to know is why did the Mig show that behaviour. What was the actual bug that caused this anomaly. Could Cobra comment on that because I find that far more interesting than balloons, trains and seagulls. :D
  3. I appreciate you're taking the time to explain but I don't get your logic. Wind is additive to the aircraft's speed. If I fly along with a nice and steady tailwind and, all of a sudden, the wind shifts 180deg i will see the effect on my IAS (i.e. it will increase). Forget about balloons and the ground... Just the effect wind has on an airframe. Now, read your comments again. Doesn't make sense, does it?
  4. I guess so... However, you're not answering my question. I understand windvectors and the effect on coarse and speed. This is not rocket science. If the aircraft is just moving along with the wind, it's airspeed would read '0'. it would stall, obviously. It is actually flying at around 150 if memory serves (cant check it right now). Read MBot's quote again. What he states is simply not true with regards to the Migs mission file. Forget about the balloon... Again, i agree there's something wonky about the Mig's behaviour when wind is introduced but I can't figure it out.
  5. Sorry to drag this out again but something is bothering me about all this... MBot wrote in a previous post "No, because the whole aircraft is moving with the wind (just as the balloon is), therfore between aicraft and air, no crosswind exists.". It doesn't do that in the sim because the airpseed indicator would have to read '0' if it moved along with the wind. Also, it would crash because no lift is created. Something is amiss with the FM but it's not what you guys are suggesting...
  6. I see what you're saying now... yes, I don't have an explanation for that. Odd is all I can come up with :-)
  7. Yes it does, actually. The aircraft will yaw into the wind because it acts as a weathervane. No input to rudder or aileron required. Having said that... there's one thing I do find odd. I would've expected the Mig to roll to the left (with the wind coming from the right). It has a huge vertical stabilizer and the R-wing (upwind) is being blown at right angles (provided you turned 45 degree left away from the wind) _and_ the L-wind is pretty much shielded from any airflow because of the fuselage.
  8. Darn it... wish I could do the same thing! BTW: are you the infamous "Adamski" of "Big Bear Meet" back in the day?
  9. Noone breaks the rules in aviation... it's a rule! :D
  10. Every day the current 'specific gravity' of the fuel is calculated (depends on temp.). The pilot requests a certain amount in kilos/pounds for 'the mission'. The fueling department can then calculate the amount of litres/gallons to be brought onboard. Same thing happens inside an aircraft (the bigger ones anyway... not your uncle's Cessna). The probes in the tanks measure volume and by conversion present it as kilos/pounds in the cockpit.
  11. Whats a flightmodel matrix? :)
  12. Thanks. I've started re-building the entire mesh, basically. cut, extrude, weld, cut, extrude, weld... From now on I'll keep xView on so I notice right away if something is off. Obviously it is the way I construct a model. I don't know of the proper way to do that but I'll figure it out.
  13. Sorry to bother... one more question :-) Do any of you actually bother with xView (Flipped UVW) at the modeling stage or do you just start texturing and deal with any issues then...?
  14. Yep, did know that... after reading your post a few weeks ago! :D
  15. Thanks all for your help. I just can't seem to get it right. I've tried rotating with the gizmo as well but I don't see any changes. Clearly I'm doing something wrong but I can't figure it out. I've started rebuilding the mesh by cutting out the offending polygons and extruding and welding the edges again... all 579 of them... :-) That does the trick except it's a lot of work and I was hoping to find a quicker way. Oh well... I'm still open for more input from the experts... for now I'll adopt the 'Brute Force-' way of doing things... (I've used ProBoolean on the instrument panel a lot and, according to many forums, that is a sure-fire way of messing up the topology...). I guess I"m not using the tools correctly.
  16. It doesn't cause me any problems now but, supposedly, it will cause issues with i.e. normal mapping. Also, it is reported in xView as a potential issue which should be dealt with accordingly. Of course I could be making a mountain out of a molehill... I don't know. All I know is that it shouldn't be there. I'm aware that you can flip, mirror and whatnot with all the faces. I've tried using those tools to fix the issue but it didn't help one bit...
  17. Hi Joey, When I rebuild the offending face I can get the UVW normal to point in the right direction (at the expense of messy geometry). It is obvious to me now that the problem is in the way I build a model. If you look at the re-built geometry you can see it all points in the right direction however, as soon as I start welding vertices on the outer edge, I'm starting to see flipped UV's again. It's frustrating... There must be an easy fix for this. Are any of the artists around these here parts seeing what I'm seeing in their models (xView: Flipped UVW Faces)? And, more importantly, how do they deal with it? I use Convert Vertex to Faces -> Flatten Mapping
  18. Yes, '2-sided' will show the texture in the render-to-texture window but that doesn't correct the problem of the flipped UVW face... As you can see, the 'UVW-normal' is pointing out the back. [/Pulling Hair]
  19. Hi all, As promised... here are some screenshots of the problem I'm having. As you can see, there is 1 flipped UVW that I can't get rid of. The other UVW faces are all aligned correctly except for the one colored in green (don't mind the poor checker map... I haven't even begun lining up the textures). What do I do here? Edit: as you can see in the last pic.... the texture doesn't render (for obvious reasons) in the render to texture window.
  20. Thank you! :)
  21. It'd be nice to get a response from ED. Something to the effect of "we're looking into this issue... more to follow". I agree with one of the posters that a lot of things are not accurately modeled... however, they're usually things that don't impact gameplay directly. Incorrectly aiming rockets would not qualify IMHO...
  22. Just to be sure that we're all discussing the same thing. All the normals are fine. No need to flip any of the polygons... They're all pointing outwards. Its just the UVW that needs flipping. I'll post a screenshot as soon as I can...
  23. Thanks. Unfortunately I cannot post screenshots as I don't have my laptop with me for the next 4 days. I've come across the 'xForm thingy' on various forums but haven't tried it yet. I will definitely try that as soon as I can. Still open for more suggestions... can this not be fixed within the Unwrap UVW modifier?
  24. I’m using 3DS 2011 to build a mod and about to start the texturing phase. I’ve used xView to find potential problems and noticed that there are quite a few ’flipped UVW faces’ in my geometry (among other things...). I spent the last 4(!) days trying to correct that problem but have not been succesful so far. I’ve checked the 3D forums and YouTube to no avail and it’s driving me bonkers... I’ve tried to fix it by applying an Unwrap UVW modifier and mirroring/flipping the offending faces... No result in the Viewport (and xView results) although the face clearly flips/mirrors in the Edit UVW window. I’ve tried UVW Mapping too without result (although it is my understanding that Unwrap UVW can do the same thing and a whole lot more). How difficult can it be to have the UVW ‘normal’ point in the same direction as the polygon normal? Obviously I’m missing something here... What are the steps to correct ‘Flipped UVW Faces’? I need a step by step plan on how to fix this problem which, I suspect, is quite common. Suggestions are highly appreciated...
  25. That (arg. based controller thingy) did cross my mind as well, however... the file I opened did not have any animation associated with it (or had at any point during its existence). I did experiment with it on another file in the past though... how does one make sure that nothing extra is left over that is not needed within the model right before exporting it to the Modelviewer/DCS?
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