11/11/2023 0 Comments Bombable flightgear![]() Initially this is going to take a while however once familiar with FlightGear's property tree it is a lot easier. Generally Blender -> AC3d works best, 3ds max often needs to go through another format (e.g. This can take anything from a few seconds to many hours depending on the original format, the conversion tools and the modelling package being used. Create 3d model in the right format (.ac) To answer this first I need to break down the aircraft development tasksġ. Richard.you think,someone new to flightgear would take to doing the data files for models easy?.how long would you say it takes to do the data files for a newly completed 3d model.?Ĭheers need to know if its worth me studying the method of importing models etc. I dont mind making hi def models if someone who is used to getting them in game does that bit.must say.some of our modders models look far better quality so would benefit flightgear community too ![]() How sophisticated are the automated (AI?) enemy aircraft? Since you mentioned SAMs, do you support AAA/Flak too? What weapons are supported (guns, rockets, (guided) missiles, bombs)? Maybe you can give a short overview of the features of the "OPRF" combat system (and maybe "Bombable")? Currently I'm doing the FDM/systems "conversion" to FlightGear/JSBSim manually, but I think this could be done later automatically by a tool.Īs I wrote, I haven't looked in detail at the combat stuff in FlightGear yet. ) are easily accessible from aircrafts data text (*.ini) files. Because of the "openness" of SF2 the aerocoefficients of each component (LeftWing, RightWing, LeftOuterWing, RightOuterWing, LeftStab. The developer of SF2 has an aerodynamic engineering background and therefore his FDM uses "standardized" aerocoefficients (My notes about the SF2 FDM: sf2_fdm_notes.pdf). I'm fascinated by the flexibility of FlightGear and JSBSim.Ĭurrently I'm implementing the Strike Fighters 2 FDM and the (very light) systems in JSBSim. Richard, thank you for coming to CombatAce and offering assistance regarding (military) FlightGear. I'm posting here to state my interest in assisting with anything FlightGear military related and I can also provide assistance on "how things work" In FG. I've also got experience building computational aerodynamics models for FG using the excellent OpenVSP OPRF aircraft can damage each other, we have automated enemy aircraft, SAMS and we have work in progress that will hopefully one day allow a full combat scenario. I'm a core contributor to FlightGear, responsible for the the F-15, F-14 in FlightGear, have made aero models for the Mirage2000, Tornado F2, SupermarineSwift and a member of OPRF (opredflag) which is the biggest FlightGear military community. In SF2 this interpolation table is defined with: Those data are entries of an interpolation table: It can be a paradise for modders.įor a gauge 1000 ind is I think indicator (needle) DEP NOT SURE BUT ITS THE ROTATION IN DEGREES OF THE 1000 MARK Since it is free, everyone who likes flight sims should try Flight Gear. But like FSX/P3d with TacPack, it is a long road to becoming a decent combat flight sim with lots of AI controlled objects that interact and fight with realistic sensors, weapons, etc. But with some real support from combat flight sim fans, it could quickly evolve to be better than SF2 in terms of the aircraft and systems modeling. But it is also proof of what cannot be done: its present form is far behind in visual quality to its payware competitors like FSX, P3d, and X-Plane. Flight Gear is proof of what can be accomplished with open source and all-volunteer labor. Some aircraft are up-to-date examples of what can be done with the current release, most are old with poor visual quality and/or poor systems/flight modeling. But the available library is a motley crew. I periodically download and try it ever couple of years, especially after major releases. ![]() If more people worked on flight gear voluntarily, it could have already passed up the payware sims. ![]()
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