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New Plane & Cockpit - WIP


Zoren_VSB

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Hi,

 

We, Virtual Snowbirds, are working placing a new plane and cockpit into Lock-On. The Canadair CT-114 Tutor. So fare we have added the plane into the sim along with key animations. The Tutor will take the place of the A-10.

 

I have been working on the 3D cockpit for the Tutor. I did manage to figure out some of the args required to make the gauges work like RPM1 = arg16. Even had a simple needle that rotated based on the throttle setting. One problem I did have at first was the cockpit when place in the sim was huge, but I managed to figure out the scaling issue. See http://picasaweb.google.com/Zoren01 for screen shots. As the 4 pictures at the end of the album show, the cockpit fits nicely, for the A-10 model.

 

Our next problem is fitting it to the Tutor model. The Tutor is smaller and lower than the A-10. So our other modeller played with the 0,0,0 of the 3D model within 3DS until the Tutor sat correctly on the ground. The problem with that is, once you go into cockpit view, my 3D model of the cockpit is below ground in some spots. To make it fit right, I would have to raise the Tutor about 1-2 metres off the ground, which doesn't look good with floating landing gear.

 

How does the sim know the contact points of the 3D model? I know in FS2004 we can use config files to adjust the contact points based on the 0,0,0 of the 3D model. Does Lock-On have something that is close to that?

 

What about the "Bounding Box" option within LOMUtils? Does this set the size limit of the plane within the sim?

 

Thanks for any help.

 

Zoren

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I figured out new cockpits would be possible. I was conducting an experiment with a fliable F-16 but I had a corrupt system master boot and lost all data. If anyone could get me a complete 3D pit I might resume it. But I simply lack the time and courage to restart modeling the pit again. :(

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My PC specs below:

Case: Corsair 400C

PSU: SEASONIC SS-760XP2 760W Platinum

CPU: AMD RYZEN 3900X (12C/24T)

RAM: 32 GB 4266Mhz (two 2x8 kits) of trident Z RGB @3600Mhz CL 14 CR=1T

MOBO: ASUS CROSSHAIR HERO VI AM4

GFX: GTX 1080Ti MSI Gaming X

Cooler: NXZT Kraken X62 280mm AIO

Storage: Samsung 960 EVO 1TB M.2+6GB WD 6Gb red

HOTAS: Thrustmaster Warthog + CH pro pedals

Monitor: Gigabyte AORUS AD27QD Freesync HDR400 1440P

 

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If you've figured out the zero points of the aircraft 3D model, you can place the cockpit in the correct position relative to them. At least you could with the old cockpits, I assume it's the same for the the 3D versions.

 

The file is Lomac\Config\View\server.lua - look for the cockpitlocalpoint variables.

 

First value is X coordinate - along the longitudinal axis.

Second value is Y coordinate - in the vertical axis, the one you want.

Second is the Z coordinate - which actually you might need as well: the tutor's a side-by-side cockpit, isn't it?

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Yes we could play around with the x,y,z coordinates within the server.lua file, I was just hoping that there was away to actually tell the sim the true dimensions of our Tutor. Using the A-10's or any other plane within Lock-On will give the plane an un-nature look when viewed from outside. The true COG will be off.

 

Zoren

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Yes we could play around with the x,y,z coordinates within the server.lua file, I was just hoping that there was away to actually tell the sim the true dimensions of our Tutor. Using the A-10's or any other plane within Lock-On will give the plane an un-nature look when viewed from outside. The true COG will be off.

 

Zoren

 

Ah, think I get you - the Tutor's now rolling around the centre of the A-10 . . . . which is slightly above the Tutor's fuselage?

 

 

Not sure you can change that, think it's hardcoded . . . sorry.

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Well I hope someone from ED will read this as I have hit a brick wall.

 

The 3D cockpit modeling is coming along, as long as I apply it to the A-10 default model. If I place our Tutor model (A-10.lom) into the sim, the 3D cockpit takes on the size of a large building. Remove the Tutor model and use the A-10.cmd file and the cockpit is the correct size.

 

I even tried the default A-10 cockpit with our Tutor model, and the default A-10 cockpit stays the correct size.

 

A-10.cmd + Kabina-A-10.cmd = works

A-10.cmd + Kabina-A-10.lom = works

A-10.lom + Kabina-A-10.lom = oversized pit

A-10.lom + Kabina-A-10.cmd = works

 

A-10.cmd = default Lock-On A-10

Kabina-A-10.cmd = default Lock-On A-10 cockpit

 

A-10.lom = Tutor external model

Kabina-A-10.lom = Tutor 3D cockpit

 

So either there is something missing from our A-10.lom file that our Kabina-A-10.lom file needs to define the correct size of the cockpit, or our Kabina-A-10.lom file needs something to define its correct size.

 

Yes I have sized the cockpit within 3DS Max. I even tried scaling it down. It sort of works, but then the cockpit within 3DS gets too small to work with.

 

If anyone has any ideas please let me know. I have tried using the "Bounding Box" property found under LOMUtils with the "Cockpit" material type applied. No luck.

 

Zoren_VSB

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Well I hope someone from ED will read this as I have hit a brick wall.

 

The 3D cockpit modeling is coming along, as long as I apply it to the A-10 default model. If I place our Tutor model (A-10.lom) into the sim, the 3D cockpit takes on the size of a large building. Remove the Tutor model and use the A-10.cmd file and the cockpit is the correct size.

 

I even tried the default A-10 cockpit with our Tutor model, and the default A-10 cockpit stays the correct size.

 

A-10.cmd + Kabina-A-10.cmd = works

A-10.cmd + Kabina-A-10.lom = works

A-10.lom + Kabina-A-10.lom = oversized pit

A-10.lom + Kabina-A-10.cmd = works

 

A-10.cmd = default Lock-On A-10

Kabina-A-10.cmd = default Lock-On A-10 cockpit

 

A-10.lom = Tutor external model

Kabina-A-10.lom = Tutor 3D cockpit

 

So either there is something missing from our A-10.lom file that our Kabina-A-10.lom file needs to define the correct size of the cockpit, or our Kabina-A-10.lom file needs something to define its correct size.

 

Yes I have sized the cockpit within 3DS Max. I even tried scaling it down. It sort of works, but then the cockpit within 3DS gets too small to work with.

 

If anyone has any ideas please let me know. I have tried using the "Bounding Box" property found under LOMUtils with the "Cockpit" material type applied. No luck.

 

Zoren_VSB

 

Anyone with ideas about the above?

 

Zoren_VSB

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