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Need some help with FSDS2

PostPosted: Fri Feb 11, 2005 8:46 pm
by KDSM
After playing around with g-max ive decided it was alittle too complicated for me,an unintiated aspireing 3-d modeler.so im giving FSDS a try and it's alittle easier.
My question is why is the rudder of this plane only visible on the right side?

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As you can see the rudder in this view (upper right box)

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but spin it around 180 degrees and its gone

Re: Need some help with FSDS2

PostPosted: Fri Feb 11, 2005 9:51 pm
by Felix/FFDS
I suspect that you've used a disk primitive object to make your rudder.  disk primitives are one sided only.

I would suggest that you make your (first) rudder from a two section open ended cylinder.  Form the overall shape in cross section mode with one of the "end" cross-sections.

copy that cross section to template, then move to the next two cross sections and Cross Section->conform to template.

Then scale one of the *end* cross sections *slightly*.   Copy this new shape cross section and then conform the other *end* cross section, leaving the middle section "normal".

What this does is give you a rudder with some "thickness" to it (suggestion: work with an overly wide rudder, don't scale to the correct "thickness" until the last step).

Finally, since you're working with an "open"  cylinder, in cross section mode, navigate to first one, then the other, *end* cross section and Cross-Section->Make POlygon.  if you don't "see" the end poloygon, go into polygon mode, and navigate to the "invisible" end polygon and flip its normal.

Sidebar:  In polygon mode, I like to turn on "view normals" since it allows me to choose a specific polygon by clicking on its normal", plus you can see if the polygon's normal is not pointing the right way

Re: Need some help with FSDS2

PostPosted: Fri Feb 11, 2005 10:45 pm
by KDSM
Thanks..and yes i did use the disk primitive.
followed youre suggestions and works like a charm 8)

Re: Need some help with FSDS2

PostPosted: Fri Feb 11, 2005 11:30 pm
by Felix/FFDS
I'm glad you could make sense of the posting.

The rudder suggestion is only that.

You could increase the number of segments and instead of making "end" polygons, you can scale the end cross sections to a point, etc.