thrust vectoring

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thrust vectoring

Postby Hellhound » Thu Jan 15, 2004 7:31 am

i had an idea for vectoring thrust. have the exaust for the jet engine named the flap! that way you can extend the flaps and open the tailhook for a fan in the front (to keep it steady. i think it was on one of the joint strike fighters) and viola! thrust vectoring!
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Re: thrust vectoring

Postby Felix/FFDS » Thu Jan 15, 2004 10:08 am

If you have a VTOL lift fan (JSF), you don't have a tailhook.

However, your idea to use the flaps as the key toggle is rather correct.   Since the FS engine doesn't support true VTOL operations, exagerating lift on flaps is *usually* used for this effect (as a result you don't get a true VTOL, but rather a very short take off run)
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Re: thrust vectoring

Postby Hellhound » Thu Jan 15, 2004 10:37 am

i was saying use the tailhook animation for the fan cover opening.
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Re: thrust vectoring

Postby Felix/FFDS » Thu Jan 15, 2004 11:21 am

i was saying use the tailhook animation for the fan cover opening.


True enough, but wouldn't you want everything coordinated?  You wouldn't open the fan cover unless you're going into hover flight, etc (operating flaps)

Of course, in FSDS2 you could use the lav_dump_valve animation and still have a tailhook left over..... :)
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Re: thrust vectoring

Postby Hellhound » Thu Jan 15, 2004 11:40 am

but how would you do that? 20 different flaps isn't there a limit on that? and for the fan you could have a prop in there, constantly spinning
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Re: thrust vectoring

Postby Hellhound » Thu Jan 15, 2004 11:41 am

and what key (in fs) is the lave_dump_valve animation?
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Re: thrust vectoring

Postby Felix/FFDS » Thu Jan 15, 2004 1:16 pm

and what key (in fs) is the lave_dump_valve animation?



The LDV is basically the water_rudder_rotate keyframe animation tag ...  just with a different name.  Abacus and Louis Sinclair slipped it in as a light hearted part name.
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Re: thrust vectoring

Postby Hellhound » Thu Jan 15, 2004 1:49 pm

urg! if it was a toilet dump (lavoratory dump valve...lol) i would get in the 747 and fly over a city and open it! after finding the aproprate effects...
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Re: thrust vectoring

Postby contrail_dash » Thu Jan 15, 2004 11:36 pm

Lav service is no joking matter!  Trust me on that...its not fun being covered in poo and blue juice. But most of the time its frozen anyways.
;)

I like the idea for the thrust vectoring though!
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Re: thrust vectoring

Postby Daz » Fri Jan 16, 2004 11:17 pm

awwwww they dont.....do they?
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Re: thrust vectoring

Postby dutch_air_corp » Sat Mar 20, 2004 3:15 am

did i read this good? Isn't it a fact that Engines and their
exaust are "static"in MSFS so you have to choose the engine by type? eh i mean prop, jet, or heli (first 2 are horizontal positioned and vertical is for the heli only

if it is realy possible to vector the trust (exaust) of a MSFS aircraft i realy want have a closer explanation of this item ???
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Re: thrust vectoring

Postby Felix/FFDS » Sat Mar 20, 2004 12:10 pm


if it is realy possible to vector the trust (exaust) of a MSFS aircraft i realy want have a closer explanation of this item ???


No.  THe MS Flight Sim does NOT support true thrust vectoring, which is why it is simulated by givng the flaps a very - unrealistically - high lift factor.
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Re: thrust vectoring

Postby N4733D » Sat Mar 20, 2004 4:21 pm

Yep. Give it a huge amount of lift, ruin all realism, and go into a very unstable hover. :P
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