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Download (https://mega.co.nz/#!goVXkIJD!3ySYTZOnDXMnAxK6Tx6DRZ68zRuxtOnUGxK1UGcXlQU)
(June 23, 2015)
Update:
(June 23, 2015)
- Fixed missing dials/instruments. No need to change min_obj_size anymore if FOV angle is maintained around 80º
- Working clocks(front and rear) based on in-game time.
- Higher poly seats and are also instanced now.
(http://i.minus.com/i2iPL9AVGGNFH.jpg)(http://i.minus.com/ilArMIJeLrzyR.png)
Video:
https://www.youtube.com/watch?v=KlCyUbxE4t0 (https://www.youtube.com/watch?v=KlCyUbxE4t0)
Update:
(June 21, 2015)
- Gauge lights.
- Blue cockpit light (automatically turns ON at night time).
- Cabin lights (automatically turns ON at night time).
- Landing lights (Automatically turns ON at night time if gears are extended).
- Navigation lights.
- Beacon light.
- Lighting Control Panel at the top of the script to disable each group of lights, or all the lights.
- New package folder structure (due to this change, I would recommend you to manually delete the Ilyushin_Il14P folder in /packages/Levi/ before installing this update).
- A few script optimizations.
- Up to 22 FPS camera positions.
- A couple of mesh corrections.
Video:
http://www.youtube.com/watch?v=w0mHQaxntL0 (http://www.youtube.com/watch?v=w0mHQaxntL0)
Update: Download (http://www.mediafire.com/download/c7ig4oai6o83wox/Ilyushin_Il14P_12.04.2014_IncrementalUpdate.Levi.otx)
(December 04, 2014)
- "Remove before flight" red ribbons are hidden now, by redbaron666 (http://forum.outerra.com/index.php?action=profile;u=114330)'s request.
Update:
(July 14, 2014)
- Ilyushin Il-14P released.
- Few mesh optimizations.
- Mesh tessellation where I considered necessary. See Before and After comparison, Here (http://minus.com/mZA5NNwjZHOL5).
- Normal and specular maps created from base textures.
- Brand new 3D gauges/instruments.
- And more...
Some features:
- 9 different liveries.
- Animated flight control system.
- Animated landing gear.
- Animated prop blades (blade-angle).
- Animated engine cowl flaps depending on RPM.
- Most of the instruments are working. e.g. Fuel content indicators; Landing gear position indicators&LEDs; Gyroscopes, etc...
- See all the features in the video below.
Note1: To reach higher altitudes, keep your eyes on the RPM indicator and adjust the mixture to maintain high RPMs.
Note2: Keep your FOV around 80º to prevent instrumentation vanishing. I think Oculus Rift users will have problems with this :(
Release Video:
Outerra Anteworld - [Released] Ilyushin Il-14P (http://www.youtube.com/watch?v=zqqrKdcw9iE)
---------------First Post---------------
The Ilyushin Il-14 was a Soviet twin-engine commercial and military personnel and cargo transport aircraft that first flew in 1950, and entered service in 1954.
Il-14P : Commercial transport aircraft.
Link (http://en.wikipedia.org/wiki/Ilyushin_Il-14)
Yesterday, I found this aircraft and I thought that it's detailed enough to bring it into Outerra, so I e-mailed it's author, he gave me the approval, and now I can start working on it. I know this aircraft is very similar to Basler Turbo BT-67 (http://forum.outerra.com/index.php?topic=2539.0), but I really like it's quality, so I want to port it into Outerra :)
This aircraft was originally made by Felis Leopard (https://plus.google.com/u/0/+FelisLeopard/about) (Thank you Felis :) ) as payware add-on for X-Plane 9, later on, he decided to make it freeware.
Here are some previews of it in Outerra as static object:
(http://i.minus.com/iLBgixqdm72jy.jpg)(http://i.minus.com/i3MgNIVVIXCN7.jpg)(http://i.minus.com/iQCWSXq6CtTwL.jpg)(http://i.minus.com/iWmhGdVpVQRqV.jpg)(http://i.minus.com/ibqwcBfRSUzWF8.jpg)(http://i.minus.com/ihs7gSyv2Exbr.jpg)(http://i.minus.com/ixdM1Vrv8uArR.jpg)(http://i.minus.com/iut9KBpCOVwXU.jpg)(http://i.minus.com/iuLbpGtIj0mPy.jpg)(http://i.minus.com/ijqjV2LoREyrt.jpg)(http://i.minus.com/it7pnG4WDiYS0.jpg)(http://i.minus.com/iGQsPXYmDoVIk.jpg)(http://i.minus.com/i3A7af5P9QzIF.jpg)(http://i.minus.com/iF3nUu8oMlwV8.jpg)(http://i.minus.com/ibfWzHv37nxkAs.jpg)(http://i.minus.com/ib1pySG1I9HQIr.jpg)(http://i.minus.com/ikEjfSOGmgOBi.jpg)(http://i.minus.com/ifaimS9dCKhSe.jpg)(http://i.minus.com/ivTwu4rz7OoE4.jpg)
And here's a video of it in X-Plane:
IL14 for X-Plane 9.30 (http://www.youtube.com/watch?v=nyjAzDB-Ot4#ws)
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Wow this going to be another amazing model for OT!! Thanks for taking that on!!
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Like planes whyte a lot of window-space ... good find !
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OMFG LEVI I LOVE YOU!!!!111oneone
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OMG LEVI I LOVE YOU TOO!!!
Well then! I better find some good picture of it for repaints! :P
Anybody here with a Russian Keyboard?
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Levi, it`s so great! outerra becomes flight sim and it`s awesome! thank u!
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Rudeboy, good thing Google Translator exists! Basicaly, if I make some reskins for this aircraft, I`m gonna need some Russian letters!
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Thanks guys, glad you like it :)
And, John514, if you already wanna make repaints, I can give you the paintkit, but tomorrow, I'm no longer on the PC today :P
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Yep! No problem!
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Hi John514, here goes your paintkit: Mediafire (http://www.mediafire.com/download/fhzesdyx1dswxbm/Ilyushin_Il-14P_-_paintkit.rar)
Also, here are all the liveries I have for this aircraft, so you don't have to make the same repaints that are already available:
Blank/Default
(http://i.minus.com/iboFdcL4FWq73u.jpg)
aeroflot
(http://i.minus.com/iXRYVsrpjD1PH.jpg)
aeroflot_polar
(http://i.minus.com/ibmxK5LAiDHnum.jpg)
caac
(http://i.minus.com/ircqhW1x63Dmt.jpg)
caac_dirt
(http://i.minus.com/isQ0x0VAYy9wf.jpg)
interflug
(http://i.minus.com/iNHfnhO1tWxvs.jpg)
lufthansa
(http://i.minus.com/i8OAgA4ZBhtG5.jpg)
polskie_linie_lotnicze
(http://i.minus.com/iZQQTW1xSyshV.jpg)
ussr_af
(http://i.minus.com/iboKeQymRjimUV.jpg)
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Thanks! Thats a rather large collection of repaints there!
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WONDERFULL WORK THERE !
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Pretty nice collection already!!!
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We need a better way to load models and skins at this point. My vehicles list is absurdly long!
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Wow, looking good, also with the additional liveries.
But why are the wheels green?
I agree with ZeosPantera. There should be some kind of categorization in when selecting vehicles in Anteworld, if more models like this (with lots of skins) become available.
Just a hint: the static model in Outerra looks very glossy, like the bassler did, could you maybe make it more matte right away? Except for the metal parts of course. We can adjust the material config ourselves, but I just think it should look more like in the x-plane video / real life.
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We need a better way to load models and skins at this point. My vehicles list is absurdly long!
Maybe if paint-jobs could be hidden in a sideways pop-up retractable menu window getting up once you get the mouse on the model icon in spawner menu. Or like a horizontally placed wheel with the other skin-types there and you would turn the mouse-wheel to select one. But there probably has to be some kind of additional value/linking for the Object definition file.
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I agree with ZeosPantera too.
Wow, looking good, also with the additional liveries.
But why are the wheels green?
I agree with ZeosPantera. There should be some kind of categorization in when selecting vehicles in Anteworld, if more models like this (with lots of skins) become available.
Just a hint: the static model in Outerra looks very glossy, like the bassler did, could you maybe make it more matte right away? Except for the metal parts of course. We can adjust the material config ourselves, but I just think it should look more like in the x-plane video / real life.
The wheels are originally green. I haven't touch anything. But if you look closely at each livery, you'll notice that not all have green wheels.
And about the materials, I know it looks very reflective in the screenshots from the first post, and I've already made it more matte with a bit of reflections as you can see in the pics showing the liveries. Idk, I think it looks fine now :-\
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Cool stuff! :) Looking forward to it! This get's me excited!
(Sorry for the highjack:
I'm playing with the idea to pay somebody to put my Star Trek runabout into this game. I'm a 3D modeler/designer myself, but Outerra is purely for relaxation so toying with scripts and ports and textures is really not what I want to do. https://www.flickr.com/photos/123021064@N05/14469591076/in/set-72157644917560879 (https://www.flickr.com/photos/123021064@N05/14469591076/in/set-72157644917560879) < That runabout with full interior and flying behavior like the Halo Pelican, love that thing!) but it might take a while. I would pay for the development/porting and it would be an open and shareable project (Outerra only) so everyone could enjoy (or dislike) it. Pyton or Levi maybe?)
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Clawhammer, start a thread on your own and we`ll see what we can do!
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Cool stuff! :) Looking forward to it! This get's me excited!
(Sorry for the highjack:
I'm playing with the idea to pay somebody to put my Star Trek runabout into this game. I'm a 3D modeler/designer myself, but Outerra is purely for relaxation so toying with scripts and ports and textures is really not what I want to do. https://www.flickr.com/photos/123021064@N05/14469591076/in/set-72157644917560879 (https://www.flickr.com/photos/123021064@N05/14469591076/in/set-72157644917560879) < That runabout with full interior and flying behavior like the Halo Pelican, love that thing!) but it might take a while. I would pay for the development/porting and it would be an open and shareable project (Outerra only) so everyone could enjoy (or dislike) it. Pyton or Levi maybe?)
That looks awesome, I think I could do it, but not for money, just for fun :)
If so, it could take a while because I'm waiting for an answer on few aircrafts, and already working on this one.
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Long time since I haven't posted any updates for this aircraft (I hadn't too much time lately :( ), but I finally managed to finish it, and today, i'm happy to announce it's release! :)
Download (http://www.mediafire.com/download/454x04ctoyna45q/Ilyushin_Il14P.Levi.otx)
Update:
(July 14, 2014)
- Ilyushin Il-14P released.
- Few mesh optimizations.
- Mesh tessellation where I considered necessary. See Before and After comparison, Here (http://minus.com/mZA5NNwjZHOL5).
- Normal and specular maps created from base textures.
- Brand new 3D gauges/instruments.
- And more...
Some features:
- 9 different liveries.
- Animated flight control system.
- Animated landing gear.
- Animated prop blades (blade-angle).
- Animated engine cowl flaps depending on RPM.
- Most of the instruments are working. e.g. Fuel content indicators; Landing gear position indicators&LEDs; Gyroscopes, etc...
- See all the features in the video below.
Note1: To reach higher altitudes, keep your eyes on the RPM indicator and adjust the mixture to maintain high RPMs.
Note2: Keep your FOV around 80º to prevent instrumentation vanishing. I think Oculus Rift users will have problems with this :(
Release Video:
Outerra Anterworld - [Released] Ilyushin Il-14P (http://www.youtube.com/watch?v=zqqrKdcw9iE)
Off-topic:
I already have the approval to convert the A380 from Project Airbus ;D But I think it will take a good while to finish it...
(http://i.minus.com/ijxgB5j1q9GYT.jpg)
Eventually, a big plane coming later from Simshed (http://www.simshed.co.uk/). The BAe Nimrod (http://www.simshed.co.uk/nimrod-fsx.html).
And also, a good bunch of small planes from Classic Wings (http://www.classicwings.net/). I can port all of them :)
So yeah, a lot of work ahead :D
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HOLY CRAP!
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Yes,yes! Thank you, Levi!
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Did you get permission for all these planes?
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Did you get permission for all these planes?
Yep ;)
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Thats great news!
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Levi, you are really doing an awsome job here. The video is perfect to show this amazing old bird in outerra. Please keep up the superb work. :-)
I really enjoy to see some new planes in outerra, beeing an aviation enthusast I really hope that more people of the fs community will become aware of outerra throughout your work.
I'm also really looking forward for that fat lady of the skies, choosing project airbus is fantastic. One of the best freeware development groups for fs in my opinion.
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Levi, you are really doing an awsome job here. The video is perfect to show this amazing old bird in outerra. Please keep up the superb work. :-)
I really enjoy to see some new planes in outerra, beeing an aviation enthusast I really hope that more people of the fs community will become aware of outerra throughout your work.
I'm also really looking forward for that fat lady of the skies, choosing project airbus is fantastic. One of the best freeware development groups for fs in my opinion.
Thank you for the kind words :)
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nice one, Levi. Thanks! ;)
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Thanks Levi! really nice addition.
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This is so sick, thank you sooo much Levi!!! You are amazing!
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But is there in-flight Wi-fi?...
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Got everything else...might as well be some wi-fi!! 8) :o 8)
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In-flight Wi-Fi version coming later when i get the satellite send data correctly to the plane, and then optimize the signal.
Just kidding :D
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In-flight Wi-Fi version coming later when i get the satellite send data correctly to the plane, and then optimize the signal.
Just kidding :D
Nice job!
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Wow, beautiful plane!
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Very nicely done! Love the cockpit, it's cozy! :) Is it just me or does she feel slightly underpowered?
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Don't know if she's underpowered, but as Levi mentioned: at larger heights you have to adjust the mixture to prevent RPM from dropping.
Maybe that helps.
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I'm not sure if it's under-powered or not, but all I can say is I used as many real data as I was able to find, especially for the engines. Some of those are:
- displacement
- maxhp
- cycles
- idlerpm
- maxrpm
- stroke
- bore
- cylinders
- bsfc (not used currently)
- compression-ratio
And of course, one of the most important things, the Max take-off weight, together with empty weight, payload and max fuel tanks capacity.
Also to make sure you have max thrust, you can print the thrust coefficient to visualize it more precisely:
this.log_inf(jsb['propulsion/engine[0]/thrust-coefficient']);
EDIT: Ah, I forgot to mention the data I found about propellers:
- diameter
- number of blades
- gear ratio
- p_factor
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Cool! I apologize if it read as negative feedback. I had some trouble (with torque/rpm on max) getting the plane up to speed and climbing. It might have something to do with zero piloting skills from my side. :D
Still really enjoying it! :)
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Negative feedback just pushes the limits a little further. ;D
Also need to have in mind, that its a civ. plane whyte not a favoring thrust to weight ratio ...
(http://2.bp.blogspot.com/-hZ-G1LpPjgo/T-W3gpLJSpI/AAAAAAAAAfg/rGihzmQKBjc/s1600/24-Jun-2012.jpg)
... for cobras. :D
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I totally agree with you PytonPago (http://forum.outerra.com/index.php?action=profile;u=2955) ;D
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I`m a big fan of the fan in the cockpit! :P
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I`m a big fan of the fan in the cockpit! :P
Glad you like those fans :D It's better moving than static right? :P
Also a very little update:
I just noticed that I saved the thumbnails at 1920x1080 resolution instead of 64x36. That slows down the spawning menu quite a lot (sorry about that ;D)
So I scaled them down and updated the main download link in the main post.
Here's an incremental update as well if you don't want to download it again: Mediafire (http://www.mediafire.com/download/ysvo9zv7bua6gg0/Ilyushin_Il14P-thumbnails.Levi.otx)
Thank you all for the feedback :)
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Can I ask if you'd take a look at Ilyushin Il-14P and confirm what happens when it runs out of fuel ?
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Can I ask if you'd take a look at Ilyushin Il-14P and confirm what happens when it runs out of fuel ?
... you could find the script part defining the amount and set it to 80 KG. Im sure it runs out pretty soon and you can attempt an engine-less glide for a rough landing.
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Can I ask if you'd take a look at Ilyushin Il-14P and confirm what happens when it runs out of fuel ?
I just did a quick test, and right after it runs out of fuel, the engines start losing power, and therefore losing altitude, forcing you to do an emergency landing :D. But for some reason, the engines never shut down automatically.
As PytonPago said, you can always try it yourself by setting the fuel content in each tank editing the 'Ilyushin_Il14P.xml' file.
Or, you can set the fuel content through the script as well.
Write under function initialize(reload):
jsb['propulsion/tank[0]/contents-lbs']=10;
jsb['propulsion/tank[1]/contents-lbs']=10;
And if you want to precisely see the content of each tank in real time, just print each fuel tank in the console.
Write under function update_frame(dt):
this.log_inf("tank0: "+jsb['propulsion/tank[0]/contents-lbs']);
this.log_inf("tank1: "+jsb['propulsion/tank[1]/contents-lbs']);
then press 'P' key.
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I just did a quick test, and right after it runs out of fuel, the engines start losing power, and therefore losing altitude, forcing you to do an emergency landing :D. But for some reason, the engines never shut down automatically.
... well, normally, propellers still turning due to great air-speed (the airflow just) - auto rotation as also by the helicopters, doe without the partial lift effect. They could doe block themselves if an engine gets critically damaged (causing the axle to get blocked), but normally, it should still auto-rotate till a certain speed, where the airflow force isnt enough to turn the propellers ( but dont ask me how to calculate that speed for the Il :D ).
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I just did a quick test, and right after it runs out of fuel, the engines start losing power, and therefore losing altitude, forcing you to do an emergency landing :D. But for some reason, the engines never shut down automatically.
... well, normally, propellers still turning due to great air-speed (the airflow just) - auto rotation as also by the helicopters, doe without the partial lift effect. They could doe block themselves if an engine gets critically damaged, but normally, it should still auto-rotate till a certain speed, where the airflow force isnt enough to turn the propellers.
Of course, I know that, but the thing is that I landed the plane, put the brakes on, and the engines are still running, until you press 'E' to shut them down.
Also, talking about engines, it would be very nice to be able to slowly start the engines, not suddenly. Just like the way you shut them down. :)
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ok thanks for your discussion, it pointed me in the correct direction...
1) JSBsim file within Outerra must ALWAYS contain an engine.
2) For a glider the thrust and power tables in the prop need to be reduced to zero.
Levi, I think the code for the sound needs to use 'engine running' rather than rpm to play the sound.
propulsion/engine[0]/set-running = 0 or 1
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ok thanks for your discussion, it pointed me in the correct direction...
1) JSBsim file within Outerra must ALWAYS contain an engine.
2) For a glider the thrust and power tables in the prop need to be reduced to zero.
Levi, I think the code for the sound needs to use 'engine running' rather than rpm to play the sound.
propulsion/engine[0]/set-running = 0 or 1
You're very welcome! Glad it helped.
And thanks! I didn't know about that property :D I think I'll use it on the A380 :)
Doe, it would be very useful to have a full list of all JSBSim properties, as I spent a considerable amount of time just searching for the wanted property :-\
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ok thanks for your discussion, it pointed me in the correct direction...
1) JSBsim file within Outerra must ALWAYS contain an engine.
2) For a glider the thrust and power tables in the prop need to be reduced to zero.
Levi, I think the code for the sound needs to use 'engine running' rather than rpm to play the sound.
propulsion/engine[0]/set-running = 0 or 1
You're very welcome! Glad it helped.
And thanks! I didn't know about that property :D I think I'll use it on the A380 :)
Doe, it would be very useful to have a full list of all JSBSim properties, as I spent a considerable amount of time just searching for the wanted property :-\
Well I'm attempting to get my flight models to run in both Flightgear and here...
This is because FG has a better debug tool that allows me to see all the properties within the flightmodel.... it's something that the dev here need to look at as it's virtually impossible to do a complex flight model without this facility.
I also assume you have the jsbsim manual ?
One of the advantages of being able to see the properties used within JSBsim is that they don't update the manual on too regular a basis and being able to look at the list of properties and think "I've not see that before" can get you doing the right investigation work as to its functionality and extended uses.
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ok thanks for your discussion, it pointed me in the correct direction...
1) JSBsim file within Outerra must ALWAYS contain an engine.
2) For a glider the thrust and power tables in the prop need to be reduced to zero.
Levi, I think the code for the sound needs to use 'engine running' rather than rpm to play the sound.
propulsion/engine[0]/set-running = 0 or 1
You're very welcome! Glad it helped.
And thanks! I didn't know about that property :D I think I'll use it on the A380 :)
Doe, it would be very useful to have a full list of all JSBSim properties, as I spent a considerable amount of time just searching for the wanted property :-\
Don't know if these are useful;
http://jsbsim.sourceforge.net/aeromatic2.html (http://jsbsim.sourceforge.net/aeromatic2.html)
http://jsbsim.sourceforge.net/JSBSimReferenceManual.pdf (http://jsbsim.sourceforge.net/JSBSimReferenceManual.pdf)
http://jsbsim.sourceforge.net/JSBSim/classes.html (http://jsbsim.sourceforge.net/JSBSim/classes.html)
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This is because FG has a better debug tool that allows me to see all the properties within the flightmodel.... it's something that the dev here need to look at as it's virtually impossible to do a complex flight model without this facility.
... what stuff can you look at there ? Or you can get any thing from the functions you like to see ?
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Every property is available to be seen in 'real time'....
I'm not 'advertising' FG, I'm just thinking that it does no harm to 'cherry pick' the good stuff.
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Well I'm attempting to get my flight models to run in both Flightgear and here...
This is because FG has a better debug tool that allows me to see all the properties within the flightmodel.... it's something that the dev here need to look at as it's virtually impossible to do a complex flight model without this facility.
I also assume you have the jsbsim manual ?
One of the advantages of being able to see the properties used within JSBsim is that they don't update the manual on too regular a basis and being able to look at the list of properties and think "I've not see that before" can get you doing the right investigation work as to its functionality and extended uses.
I will have to take a look at that Flight Gear's debug tool, sounds very interesting.
Yes, I have the JSBSim manual, but I didn't used it too much. Now you mentioned about it, I did a quick search for 'set-running' in the manual, and voila! I found the list I was looking for! I must be very blind to miss that :o
But, as you said, the manual isn't being updated too frequently (last version is from 6/9/2011), and they may have changed/added some properties and other things since then...
Then, the best way to see all and latest properties, is using FG's debug tool, right?
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Yes that's the best way of seeing every available property at present.... I'd prefer to do that here tho rather than FG.
Whilst were talking animation, the engine cowls would more realisticaly be animated using engine temp rather than rpm... if we had extended keyboard functionality we could create an engine cooling system (already written) and use a property from that to animate with.
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Don't know if these are useful;
http://jsbsim.sourceforge.net/aeromatic2.html (http://jsbsim.sourceforge.net/aeromatic2.html)
http://jsbsim.sourceforge.net/JSBSimReferenceManual.pdf (http://jsbsim.sourceforge.net/JSBSimReferenceManual.pdf)
http://jsbsim.sourceforge.net/JSBSim/classes.html (http://jsbsim.sourceforge.net/JSBSim/classes.html)
Thanks HiFlyer! I always use Aeromatic :D.
I also have the manual, but about the classes... I found those too, but I don't see how can I use them in Outerra.
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Every property is available to be seen in 'real time'....
I'm not 'advertising' FG, I'm just thinking that it does no harm to 'cherry pick' the good stuff.
I don't know if you already know this, but in Outerra, you can see them in 'real time' as well in the console, within JavaScript :D
Don't worry about 'advertising' FG, any positive "advertising" is very welcomed ;D
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Yes that's the best way of seeing every available property at present.... I'd prefer to do that here tho rather than FG.
Whilst were talking animation, the engine cowls would more realisticaly be animated using engine temp rather than rpm... if we had extended keyboard functionality we could create an engine cooling system (already written) and use a property from that to animate with.
I knew sometime, somebody will say something about that :D I don't really know how cowls works, they open to cool the engine or something? I animated them just for eye candy because I like the way they open and close :D
I also searched for the property to show fuel and oil temperature to animate the gauges, but I didn't found anything :(
And yes, we really need extended keyboard functionality, or even better, clickable cockpits. But we just have to wait until that's implemented :)
I also have to mention that I have a very little experience/knownledge with JSBSim and/or aviation. My first interacting with JSBSim/JavaScript, was when I started working on the Basler. Not too long time ago, so I have a lot of things to learn ;D
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Just spent years on JSBsim..... I'm open to any question, can I do this..... etc.
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I also have to mention that I have a very little experience/knownledge with JSBSim and/or aviation. My first interacting with JSBSim/JavaScript, was when I started working on the Basler. Not too long time ago, so I have a lot of things to learn ;D
Well, taking a big problem project makes people learn more stuff and have more fun of finishing it. ;)
For fuel stuff, did you look up the JBSSim wiki ? :
http://wiki.flightgear.org/Howto:Write_a_fuel_system_in_JSBSim (http://wiki.flightgear.org/Howto:Write_a_fuel_system_in_JSBSim)
... try looking in, if some fuel-tanks there are, and for the parts for the ammount computation ...
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Just spent years on JSBsim..... I'm open to any question, can I do this..... etc.
Nice! Then, my first question for you would be: What's the best way to calculate/simulate WingFlex in JSBSim?
I already did it on the A380 by using Angle Of Attack (aero/alpha-rad) and gear compression (right wing gear for the right wing, and left wing gear for the left wing) when on ground, and it seem to work quite nice, but is there a better way to do it?
I tried to use aero/coefficient/CLalpha as explained in Howto:Implement_wing_flex (http://wiki.flightgear.org/Howto:Implement_wing_flex), but the output is quite strange :-\
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I also have to mention that I have a very little experience/knownledge with JSBSim and/or aviation. My first interacting with JSBSim/JavaScript, was when I started working on the Basler. Not too long time ago, so I have a lot of things to learn ;D
Well, taking a big problem project makes people learn more stuff and have more fun of finishing it. ;)
For fuel stuff, did you look up the JBSSim wiki ? :
http://wiki.flightgear.org/Howto:Write_a_fuel_system_in_JSBSim (http://wiki.flightgear.org/Howto:Write_a_fuel_system_in_JSBSim)
... try looking in, if some fuel-tanks there are, and for the parts for the ammount computation ...
Yes, I already took a look to that wiki (and even bookmarked it ;D), but it seem to be quite complex, maybe in the future i'll try to implement it. Thanks for the info anyways :D
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Don't worry it looks more complicated than it actually is....... I wrote it.
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Don't worry it looks more complicated than it actually is....... I wrote it.
Awesome! Later, I could try to implement it on the A380 (it has 11 fuel tanks :o), maybe with a bit of help from you? :) :D as I don't fully understand how aircraft systems actually works :D
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Not a problem.... the only issue we could face is that because we don't have extended keyboard functionality, isolation cocks and all the fancy flight engineer control stuff would have to be excluded...
cascading fuel from outer tanks to inner won't be a problem tho.
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Not a problem.... the only issue we could face is that because we don't have extended keyboard functionality, isolation cocks and all the fancy flight engineer control stuff would have to be excluded...
cascading fuel from outer tanks to inner won't be a problem tho.
Cool! I can't wait for clickable cockpits and extended keyboard functionality, so we can be able to do more complex things... I really hope those will be integrated as soon as possible.
Also, did you read this previous post? you may have missed it ;D
Just spent years on JSBsim..... I'm open to any question, can I do this..... etc.
Nice! Then, my first question for you would be: What's the best way to calculate/simulate WingFlex in JSBSim?
I already did it on the A380 by using Angle Of Attack (aero/alpha-rad) and gear compression (right wing gear for the right wing, and left wing gear for the left wing) when on ground, and it seem to work quite nice, but is there a better way to do it?
I tried to use aero/coefficient/CLalpha as explained in Howto:Implement_wing_flex (http://wiki.flightgear.org/Howto:Implement_wing_flex), but the output is quite strange :-\
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I didn't miss it, just not a simple answer on a phone whilst at work. :-)
I think this needs a new thread.
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Not a problem.... the only issue we could face is that because we don't have extended keyboard functionality, isolation cocks and all the fancy flight engineer control stuff would have to be excluded...
... but you could make extensions (like adding the need of two already implemented keys to do a thing) and so prepare the script, till the final extended version and full-click cockpit systems are implemented.
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Ok fill me in on this 'extension' malarky
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Ok fill me in on this 'extension' malarky
... just make some IF (Aopen + ActionBt1 + ActionBt2) (stuff happens) where you have the possibility of 3 factorial key-combinations. Off course, just for the time Cameny and Angry gets the aircraft-handling extended, but you could check the stuff functionality and set the code further, making it prepared for that.
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Ok javascripters.... you know there's a get JSBsim property.... is there also a write alternative ?
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Have you tried to assign to it? Like
jsb["fcs/throttle-cmd-norm[0]"] = 1
Not sure if anybody tested it though.
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Ok javascripters....
Sorry ... ::) ( should stop posting on avian sections ;D )
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<property type="bool" value="1"> anti-gravity/system-isolator </property>
<property type="bool" value="0"> anti-gravity/bouancy-selector </property>
Ok guys part of the anti-gravity system code gives me 2 jsbsim properties that I need to control with the 'extensiony thingy'.... can someone knock me up the code quickly..
please
Simon
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I didn't miss it, just not a simple answer on a phone whilst at work. :-)
I think this needs a new thread.
Alright I've just seen the new thread. That's better :D
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Have you tried to assign to it? Like
jsb["fcs/throttle-cmd-norm[0]"] = 1
Not sure if anybody tested it though.
I tested that, but with fuel content. Just like that using the right property, it worked perfectly. I'm not sure if it works with any property as throttle for example, I need to try that.
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Have you tried to assign to it? Like
jsb["fcs/throttle-cmd-norm[0]"] = 1
Not sure if anybody tested it though.
I tested that, but with fuel content. Just like that using the right property, it worked perfectly. I'm not sure if it works with any property as throttle for example, I need to try that.
Ok, I just tested it with throttle ,and it works ;) It should work with any other property then :)
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<property type="bool" value="1"> anti-gravity/system-isolator </property>
<property type="bool" value="0"> anti-gravity/bouancy-selector </property>
Ok guys part of the anti-gravity system code gives me 2 jsbsim properties that I need to control with the 'extensiony thingy'.... can someone knock me up the code quickly..
please
Simon
Sorry, I don't know how that 'extensiony thingy' works, maybe PytonPago can say something about it.
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No worries lets hope someone chimes in soon...
Also have you a data pack of this plane for me to have a closer look at it's flight model ?
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No worries lets hope someone chimes in soon...
Also have you a data pack of this plane for me to have a closer look at it's flight model ?
Well, I don't have a data pack, I just used information I found on Internet, such as:
General info: Ilyushin_Il-14 (http://en.wikipedia.org/wiki/Ilyushin_Il-14)
The engines: Shvetsov_ASh-82 (http://en.wikipedia.org/wiki/Shvetsov_ASh-82)
And the user's manual by Felix Leopard (the one that comes with this plane, originally made for X-Plane): IL14_pilot_manual_ENG (http://www.mediafire.com/view/lnpne5ehx4awiiz/IL14_pilot_manual_ENG.pdf)
Maybe I'm missing something, but this is all I saved on my PC.
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its a start...
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Just a quick heads up, you should remove the "remove before flight" red ribbons from the pitot tubes as they are off during flight operations, fantastic model, I absolutely love it
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Just a quick heads up, you should remove the "remove before flight" red ribbons from the pitot tubes as they are off during flight operations, fantastic model, I absolutely love it
Thank you! I completely ignored those ribbons. I could make them disappear when the engines are on or something like that. But I'm having less and less free time lately, so I can't say when I'll do it.
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No worries, they're really only put on planes IRL when you're parking for an extended period of time so you could probably just remove them all together, good luck with trucking school!
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No worries, they're really only put on planes IRL when you're parking for an extended period of time so you could probably just remove them all together, good luck with trucking school!
Thank you!
Alright then. Do you wish to do any other modification/correction before I update it? :)
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Download (http://www.mediafire.com/download/454x04ctoyna45q/Ilyushin_Il14P.Levi.otx)
(December 04, 2014)
Update: Download (http://www.mediafire.com/download/c7ig4oai6o83wox/Ilyushin_Il14P_12.04.2014_IncrementalUpdate.Levi.otx)
(December 04, 2014)
- "Remove before flight" red ribbons are hidden now, by redbaron666 (http://forum.outerra.com/index.php?action=profile;u=114330)'s request.
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Muchas gracia Levi.. magnífico trabajo.
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Muchas gracia Levi.. magnífico trabajo.
Gracias aWac9, me alegra que te guste :)
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Let's put some lights on this aircraft! ^-^
(http://i.minus.com/iZaWkmVRG9s3J.jpg)(http://i.minus.com/im7EDfXblN9QU.jpg)(http://i.minus.com/iVe7oXBaUMCrP.jpg)
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OMG ... thats probably the most lighted airscaft yet ! Like the greenish tone to it.
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Hey, that's pretty accurate :)
(http://cdn-www.airliners.net/aviation-photos/middle/5/1/8/2140815.jpg)
Bloom is probably a bit problematic here (blurry instruments), it would be nice if it was possible to limit this effect to natural lights only (or only "strong" lights, it seems fine for the non cockpit ones).
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OMG ... thats probably the most lighted airscaft yet ! Like the greenish tone to it.
And still having decent FPS :)
Hey, that's pretty accurate :)
(http://cdn-www.airliners.net/aviation-photos/middle/5/1/8/2140815.jpg)
This photo was actually one of my references, maybe that's why it looks so similar. :))
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Nice! And it will be interesting to see how much fps the lights cost us.
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awesome ... :o :P
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Download (https://mega.co.nz/#!pwU3yASI!rwblDsAXFAYbA_9o4DGGtvPMNsdyxTIwtuumfcyjnf8)
(June 21, 2015)
Update:
(June 21, 2015)
- Gauge lights.
- Blue cockpit light (automatically turns ON at night time).
- Cabin lights (automatically turns ON at night time).
- Landing lights (Automatically turns ON at night time if gears are extended).
- Navigation lights.
- Beacon light.
- Lighting Control Panel at the top of the script to disable each group of lights, or all the lights.
- New package folder structure (due to this change, I would recommend you to manually delete the Ilyushin_Il14P folder in /packages/Levi/ before installing this update).
- A few script optimizations.
- Up to 22 FPS camera positions.
- A couple of mesh corrections.
Video:
http://www.youtube.com/watch?v=w0mHQaxntL0 (http://www.youtube.com/watch?v=w0mHQaxntL0)
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Great work Levi !
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I've been waiting to see what one of the big planes would look like with lights for a while! =D
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I have what I have .....,, what it is mine ....
https://youtu.be/di1dqPn-A8w
Levi great job, congratulations
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Nice work! Thanks Levi.
Only passenger seat looks a little square.
p.s. ...I meant this part.
(http://www11.pic-upload.de/thumb/21.06.15/bmfxd7ok9ir.jpg) (http://www.pic-upload.de/view-27436612/z0xdxfw6.jpg.html)
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Really nice!! I can almost see the stewardess coming!!
"And still having decent FPS :)"
Great!!! :)
Thanks again, Levi!
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Really nice!! I can almost see the stewardess coming!!
"And still having decent FPS :)"
Great!!! :)
Thanks again, Levi!
Though I think the FDM might need a quick looking at. That plane has always felt "jittery" to me, in that its almost impossible to keep it flying straight. Its always veering in some direction or other after a few seconds (trim-fest 2015) like the cessna used to be.
The cockpit lights are cool in the day, but at night.... wow. =D
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Hey Levi, The min_obj_size issue still seems to be in effect, and several dials were missing until I reduced the size to .01,
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Great work Levi !
Thanks!
I've been waiting to see what one of the big planes would look like with lights for a while! =D
I hope it was worth the waiting, though I feel like I should have done it much earlier.
And there's still a bigger one waiting to be illuminated. ^-^
I have what I have .....,, what it is mine ....
https://youtu.be/di1dqPn-A8w
Levi great job, congratulations
Haha that's hilarious. Thank you aWac9!
Nice work! Thanks Levi.
Only passenger seat looks a little square.
p.s. ...I meant this part.
(http://www11.pic-upload.de/thumb/21.06.15/bmfxd7ok9ir.jpg) (http://www.pic-upload.de/view-27436612/z0xdxfw6.jpg.html)
Yeah, you're right.
I haven't touched the seats yet, so I could simply throw a TurboSmooth modifier on them, and problem solved. But the poly-count would increase significantly, therefore the FPS could be affected...
(http://i.minus.com/iicIqschTjkIn.png)
(http://i.minus.com/ibllyVui5X2FuU.png)
(http://i.minus.com/ibfhFXNPBDJ0gc.png)
Really nice!! I can almost see the stewardess coming!!
"And still having decent FPS :)"
Great!!! :)
Thanks again, Levi!
^-^
Though I think the FDM might need a quick looking at. That plane has always felt "jittery" to me, in that its almost impossible to keep it flying straight. Its always veering in some direction or other after a few seconds (trim-fest 2015) like the cessna used to be.
The cockpit lights are cool in the day, but at night.... wow. =D
I'm not sure what's causing that, maybe the engines are creating some kind of p-factor there.
What is certain is that Simon(bomber) started to work on the FDM a while ago. I don't know how far it is from being finished though.
Hey Levi, The min_obj_size issue still seems to be in effect, and several dials were missing until I reduced the size to .01,
Hmm, I have the min_obj_size set to 1.0, and FOV at 100º with no dials missing...
What are your settings? Are you using Oculus Rift?
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Hmm, I have the min_obj_size set to 1.0, and FOV at 100º with no dials missing...
What are your settings? Are you using Oculus Rift?
I had it at the default (I think thats 5.0) and I suspect most casual users will have it that way as well. It only occurred to me after I noticed the missing dials to change it, and that's only because I remembered a warning about that on the UH-60
I bet a lot of people will see the missing dials and just assume they don't work
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If you apply the second subdivision, and only at the edges (having middle-straight parts of the seats at bigger faces) ... will make the edges of the seats look ncer, yet not overwhelm the model whyte polys.
As for the dials ... for some components on my models cabin, i added (in some hidden space) some sandom bigger face to its mesh, so it wont be hidden. Just a square, or 6-8 edged circles, well whytein the frame outside any visible place. Then its not a problem anymore.
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I had it at the default (I think thats 5.0) and I suspect most casual users will have it that way as well. It only occurred to me after I noticed the missing dials to change it, and that's only because I remembered a warning about that on the UH-60
I bet a lot of people will see the missing dials and just assume they don't work
You're totally right.
I'll put the warning from the F-117 on the main post as well, for now.
If you apply the second subdivision, and only at the edges (having middle-straight parts of the seats at bigger faces) ... will make the edges of the seats look ncer, yet not overwhelm the model with polys.
I'm considering doing this now. :)
As for the dials ... for some components on my models cabin, i added (in some hidden space) some sandom bigger face to its mesh, so it wont be hidden. Just a square, or 6-8 edged circles, well within the frame outside any visible place. Then its not a problem anymore.
That's what I did for the very little dials.
Though, there's a nicer solution than hiding big polys:
Just duplicate a vertex, and move it a few meters away. This will make the object's bounding box bigger, and the vertex won't be rendered.
I've tested this and it works. FBX exported from 3ds Max, so I'm not too sure if blender will export isolated vertices.
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Though, there's a nicer solution than hiding big polys:
Just duplicate a vertex, and move it a few meters away. This will make the object's bounding box bigger, and the vertex won't be rendered.
I've tested this and it works. FBX exported from 3ds Max, so I'm not too sure if blender will export isolated vertices.
... interesting, didnt think it looks only on the bounding box ...
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I wanted to make a simple video lights Ilyushin Il-14P, but took the opportunity to challenge Levi and Community,,, put the plane on a runway, whose name and location I only know and outerra. and I doubt anyone knows or knows of that place ... it is a marvelous place between mountains.
finally think I'll have a well kept secret .... it is a place no one will decrypt
https://youtu.be/cWMRLsxsS0g
if you search for clues that might help you, without the -
[-img][/img]
destroy message after obtaining the information
confirm it on this link, the key is the name of the airport
https://mega.co.nz/#!9YxjQCxI!xoYPyp1ELeaADN-xU6-Geu_VZdf371JCWzcOZ6d7wow
is always more interesting technical dialogues videos,, these (movies) is only to enjoy, but never to break such an interesting conversation. ;)
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Interesting challenge aWac9! :D
Btw, the link from decoding the binary code you put in the video's description does't work: https://www.imageshost.eu/images/2015/06/22/9DF.jpg
So this is the Queen Tamar Airport located in Mestia, Georgia.
(https://upload.wikimedia.org/wikipedia/commons/2/21/Queen_Tamar_Airport_Mestia.JPG)
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aWac9, I've noticed in your video that some instruments on the plane are missing. You can fix it by changing the min_obj_size in eng.cfg to 1.0 or less.
That should do the trick until I solve this problem.
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So this is the Queen Tamar Airport located in Mestia, Georgia.
(https://upload.wikimedia.org/wikipedia/commons/2/21/Queen_Tamar_Airport_Mestia.JPG)
.... I ain't done nothing !
(https://fbcdn-profile-a.akamaihd.net/hprofile-ak-xaf1/v/t1.0-1/c127.37.466.466/s160x160/249781_10150266153719783_2415291_n.jpg?oh=ffb0ee440f6605db2b5a3e6c08c2a3ed&oe=562C11E9&__gda__=1441246505_17675f912d3d14e9e9a408b25d6458b7)
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.... I ain't done nothing !
(https://fbcdn-profile-a.akamaihd.net/hprofile-ak-xaf1/v/t1.0-1/c127.37.466.466/s160x160/249781_10150266153719783_2415291_n.jpg?oh=ffb0ee440f6605db2b5a3e6c08c2a3ed&oe=562C11E9&__gda__=1441246505_17675f912d3d14e9e9a408b25d6458b7)
Haha, you have to be a little bit faster. =D
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The last update is also available now at outerramods.com (http://www.outerramods.com/mods/ilyushin-il-14p)
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(https://www.imageshost.eu/images/2015/06/23/images63.jpg)
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Download (https://mega.co.nz/#!goVXkIJD!3ySYTZOnDXMnAxK6Tx6DRZ68zRuxtOnUGxK1UGcXlQU)
(June 23, 2015)
Update:
(June 23, 2015)
- Fixed missing dials/instruments. No need to change min_obj_size anymore if FOV angle is maintained around 80º
- Working clocks(front and rear) based on in-game time.
- Higher poly seats and are also instanced now.
(http://i.minus.com/i2iPL9AVGGNFH.jpg)(http://i.minus.com/ilArMIJeLrzyR.png)
Video:
https://www.youtube.com/watch?v=KlCyUbxE4t0 (https://www.youtube.com/watch?v=KlCyUbxE4t0)
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now those seats look much better !
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Though, there's a nicer solution than hiding big polys:
Just duplicate a vertex, and move it a few meters away. This will make the object's bounding box bigger, and the vertex won't be rendered.
I've tested this and it works. FBX exported from 3ds Max, so I'm not too sure if blender will export isolated vertices.
... interesting, didnt think it looks only on the bounding box ...
I rectify what I've said there.
I don't know why I remember that worked, but I tried it now, and it seems to not work like that. There needs to be at least a triangle, and not smaller than 0.25 x 0.25mm. Then I just move it about 10cm away, and it works pretty good. So it seems that you don't necessarily need big polygons.
Anyway, I hope this bug will be fixed some day...
(http://i.minus.com/ibx0aFFBrve4nY.png)(http://i.minus.com/ibgC6YBHK1e2WA.png)
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Congratulations, Levi,
in that cabin you managed to create not only a beautiful visual effect but a dense atmosphere of excitement !!!
Really a fantastic job ... Thanks!
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The clock looks so cool!!! I would like to have it on my desktop!!!
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not sure if BUG ... LODs arent probably set in the model hierarchy and importer probably makes hs own sets then ...
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Congratulations, Levi,
in that cabin you managed to create not only a beautiful visual effect but a dense atmosphere of excitement !!!
Really a fantastic job ... Thanks!
Thank you Andrea! :)
The clock looks so cool!!! I would like to have it on my desktop!!!
:)) Glad you like it!
not sure if BUG ... LODs arent probably set in the model hierarchy and importer probably makes hs own sets then ...
If I remember well, Brano said once that currently there is a bug in the algorithm responsible to remove small objects...
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Hmm, angrypig supposedly fixed that bug in 5475 build, but you had to reimport the model. Does it happen with geometry imported in recent builds as well?
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Hmm, angrypig supposedly fixed that bug in 5475 build, but you had to reimport the model. Does it happen with geometry imported in recent builds as well?
Oh, so it should have been fixed. I somehow missed this line right here:
Version 0.8.4.5524 (24 May 2015)
- fixed small mesh visibility (vanishing cockpit instruments or other small objects off the main pivot)
And yes, I've reimported the geometry via FBX importer using the current build, and still nothing.
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..funny conversation between pilots and mechanics...
Quantas und die Sicherheit der Flugzeuge.
Ein Auszug aus dem Logbuch
Nach jedem Flug von Quantas füllen Piloten ein Formular aus, auf dem sie die Mechaniker über Probleme informieren, die während des Flugs aufgetreten sind und die eine Reparatur oder eine Korrektur erfordern. Die Mechaniker informieren im Gegenzug die Piloten darüber, welche Maßnahmen sie jeweils ergriffen haben, bevor das Flugzeug wieder startet.
Man kann nicht behaupten, dass das Bodenpersonal oder die Ingenieure hierbei humorlos waren.
Hier einige Beschwerden und Probleme, die tatsächlich so von Piloten der Fluglinie QANTAS eingereicht wurden. Dazu der jeweilige Antwort-Kommentar der Mechaniker.
Übrigens ist Quantas die einzige große Airline, bei der es noch nie einen Absturz gab!
P: Problem, das vom Piloten berichtet wurde.
S: Die Lösung/ Maßnahme des Ingenieurs/Mechanikers.
P: Bereifung innen links muss fast erneuert werden.
S: Bereifung innen links fast erneuert.
P: Testflug OK, Landung mit Autopilot sehr hart.
S: Landung mit Autopilot bei diesem Flugzeugtyp nicht installiert.
P: Im Cockpit ist irgendetwas locker.
S: Wir haben im Cockpit irgendetwas wieder fest gemacht.
P: Tote Käfer auf der Scheibe.
S: Lebende Käfer im Lieferrückstand.
P: Der Autopilot leitet trotz Einstellung auf "Höhe halten" einen Sinkflug von 200 fpm ein.
S: Wir können dieses Problem auf dem Boden leider nicht nachvollziehen.
P: Hinweis auf undichte Stelle an der rechten Seite.
S: Hinweis entfernt.
P: DME ist unglaublich laut.
S: DME auf glaubwürdigere Lautstärke eingestellt.
P: IFF funktioniert nicht.
S: IFF funktioniert nie, wenn es ausgeschaltet ist.
P: Vermute Sprung in der Scheibe.
S: Vermute, Sie haben recht.
P: Antrieb 3 fehlt.
S: Antrieb 3 nach kurzer Suche an der rechten Tragfläche gefunden.
P: Flugzeug fliegt komisch.
S: Flugzeug ermahnt, ernst zu sein und anständig zu fliegen.
P: Zielradar summt.
S: Zielradar neu programmiert, so dass es jetzt in Worten spricht.
P: Maus im Cockpit.
S: Katze installiert.
http://lustich.de/witze/berufe/quantas-und-die-sicherheit-der-flugzeuge/
=D
@Nice Levi, seats look much better!
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Since the new update the throttles in the cockpit when sliding up to full power go shooting out the right side of the cockpit.( at least in the oculus rift) same happens in the Basler except they go shooting out the front, funny but annoying to have two throttle levers floating outside the cockpits in front of the windscreen on short final ;)
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Since the new update the throttles in the cockpit when sliding up to full power go shooting out the right side of the cockpit.( at least in the oculus rift) same happens in the Basler except they go shooting out the front, funny but annoying to have two throttle levers floating outside the cockpits in front of the windscreen on short final ;)
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I can't reach them that far out... :P :O
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neither do I.... ???
show it with the arrows on the screnn what was is wrong and make them a bigger picture.
thx.
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neither do I.... ???
show it with the arrows on the screnn what was is wrong and make them a bigger picture.
thx.
This has already been reported