Stopping the propellor in a specific orientation

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Stopping the propellor in a specific orientation

Postby Wickid » Tue Feb 01, 2011 8:31 am

I'm creating a model of a glider with retractable engine. And for it to retract the propeller needs to be dead vertical. But now when I shut down the engine it stops in a random position. Anybody know how to make it stop vertical so I can retract the engine. I'm using the Concorde nose animation for the retraction of the engine and the propeller.

I'm using FS Design studio.

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Re: Stopping the propellor in a specific orientation

Postby Wickid » Thu Feb 03, 2011 4:29 pm

No Suggestions? That's the only thing I'm stuck on. The rest is coming along nicely.

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Re: Stopping the propellor in a specific orientation

Postby Felix/FFDS » Thu Feb 03, 2011 8:01 pm

For FS-X, I presume?

The "easy"  way is to create a "fixed"  propeller visible only when rpm=0, and set your otherwise prop0_still_key to be visible at rpm>0...

in other words, you'll need to code a new "animation"  say, prop0_stopped for visible condition rpm=0,

and create a second new animation prop0_stillplus, say,which would be a straight copy of prop0_still_key with the lower visibility point at rpm=1

You'd edit the PartDataDefs.txt file in your main FSDS 3.5 folder to define the new part name(s), and of course, add the part information and coding to the modeldef.xml file in the FS-X SDK.


Easy peasey...

Disclaimer:  Since I've not really done XML coding, I can't advise you on the specifics of the XML code needed.  It's at this point that I hope that one the learned guru's un such matters will chiime in.
Last edited by Felix/FFDS on Thu Feb 03, 2011 8:13 pm, edited 1 time in total.
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Re: Stopping the propellor in a specific orientation

Postby Wickid » Fri Feb 04, 2011 12:50 pm

Thanks for the reply. I'm still using FS9. My good old machine won't run FSX at all. I will look into the suggestions you made and report back. Any help is still welcome ;)
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Re: Stopping the propellor in a specific orientation

Postby Felix/FFDS » Fri Feb 04, 2011 6:22 pm

Then,. my suggestion doesn't work ...

FSDS 3.5.1 will compile with attachpoint codings - only for FS-X, not for FS9




Since you're modelling for FS-9, which version of FSDS are you using?  2.24? 3? 3.5.1?
Last edited by Felix/FFDS on Fri Feb 04, 2011 6:57 pm, edited 1 time in total.
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Re: Stopping the propellor in a specific orientation

Postby Wickid » Sat Feb 05, 2011 4:11 pm

3.5.1
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Re: Stopping the propellor in a specific orientation

Postby Fr. Bill » Sat Feb 05, 2011 4:44 pm

For an FS9 model you could still create Visibility conditions which would "hide" the animated prop's when the engine is stopped, and display a non-animated, vertically oriented prop.
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Re: Stopping the propellor in a specific orientation

Postby Felix/FFDS » Sat Feb 05, 2011 9:22 pm

makeMDLparts.xml has two interesting part names - engin0_turning and engine0_stopped, which are triggered off the engine rpm:1 variable.

The "running"  prop would be linked to a small part called engine0_turning, while the stopped prop would be linked to a small part called engine0stopped.

in turn, both engine0_xxx parts would be linked to the animated part folding /unfolding the enginer pylon.assembly.


I think.

(and thanks, Fr. Bill, for this is exactly what has been stopped me from working on a Baynes Bee - small twin engine on a wing that folded to lay fore and aft.  It needs the props to be "flat" )
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