EA-Super600X-2 animated

Posted:
Tue Apr 18, 2006 4:20 pm
by Greg Ebnit EApilot
Re: EA-Super600X-2 animated

Posted:
Wed Apr 19, 2006 3:53 am
by Travis
So this thing is waterlandable? That's one big fish . . .

Are you animating the doors when you do this? If not, that's why they don't open.
Wait, that's wrong. I know what it is. You havent' changed the number of exits in the aircraft.cfg, have you? You have to go into the aircraft config, find the exits section and add another one, with the appropriate stuff to go along with it. I don't remember the variables, or what order they're in, but it shouldn't be hard to figure out.
Re: EA-Super600X-2 animated

Posted:
Wed Apr 19, 2006 4:06 am
by Greg Ebnit EApilot
Hey locke. I have two exits in the cfg but for some reason only one will open. I push shift-E and canopy_f opens but when I push shift-E/F1/F2 1/2/3 the other one does'nt open it just closes the first. Biggest problem I have now is the plane is acting like gallopping gurtie. Bouncing at the front or back depending where I put a station load/ CG. Heres a question how in the heck fire do you guys get your cfg above ground without raising the plane off the runway?

Re: EA-Super600X-2 animated

Posted:
Wed Apr 19, 2006 4:12 am
by Travis
Well, set the COG at the point where you want it, and then adjust ALL the other settings to reflect this change. I know this seems like a completely daunting task, but its the only way. M$ has decided that the way to create a config is to make the COG first and then go through adjusting the points. So if you want to edit the COG, the only way to have everything reflect this is to change them all.
As for the exits, how fast are you pushing the keys? You have to hit them in a pretty quick order to get it to work. Or you can reset the key strokes in the sim and see if that helps. Although I'm not sure why one would want to open only one side of the nose in any case. After all, both sides have to be open to load anything, yes?
What you could do, if you REALLY want them to open seperately, but don't want a confusing array of keyboard strokes to do it, is set them both to the same keystroke (the same name in Gmax) and then animate them at different keyframes. For instance, left side at 0-90, then right side at 10-100. They would open at different times, and end up raised at different times, ten keyframes apart.
Re: EA-Super600X-2 animated

Posted:
Wed Apr 19, 2006 4:23 am
by Greg Ebnit EApilot
Is that why some of my same name parts are'nt working with the key frames sweet I'll have to try that. As for the COG I've edited the air file and CFG changed the points accordingly. Tried 0,0,0 datum above and below the grid at 1/4 wing/ more to the center of the fuselage/ I still have to zero out my static CG to get my points to match up. Even with REF DAT at 0,0,0. The sim keeps editing the CFG for me witch is nice if it would help but ITS STILL A FUC!!!#@# RODEO OVER HERE!

Re: EA-Super600X-2 animated

Posted:
Tue Apr 25, 2006 11:01 am
by machineman9
nice pic, caught it just as the plane imploded lol. nice reflections aswell
Re: EA-Super600X-2 animated

Posted:
Tue Apr 25, 2006 12:26 pm
by Greg Ebnit EApilot
Hey Machine. Thats what I thought when I took the shots. ;D (Actual thought- this things going to look like its exploding) POOF!
