Outerra forum
User mods, screenshots & videos => Aircraft => Topic started by: bongodriver on February 28, 2014, 06:27:12 am
-
So I decided to let this thing loose for people to test out, very much WIP, the cockpit is a placeholder ( new high detail version being worked on).
This is my own creation converted from a mod I made for another game, Feedback welcome.
Link to google drive download (hope it works, never tried this before)
https://drive.google.com/file/d/0B9JkWoyuyZUYSmE5Yzl2bkFnNGc/edit?usp=sharing
Just in case here is the link to the JSBsim .xml file for ther flight model.
https://drive.google.com/file/d/0B9JkWoyuyZUYbFM3OXN1MjBuYWM/edit?usp=sharing
-
I get an error about the flight model not being loaded, are there files missing in the otx?
-
I exported it from in game as a working model, so I don't know if anything is missing AFAIK the exporter exports the entire package, will wait to see reports from others and fix accordingly.
-
I get an error about the flight model not being loaded, are there files missing in the otx?
I know, something similar was whyte the Star-Citizen 300i speeder too - was fixed, look here somewhere:
http://forum.outerra.com/index.php?topic=2200.0 (http://forum.outerra.com/index.php?topic=2200.0)
-
Yes, I remembered that issue and have included a link to the flight model file that needs to go in the jsbsim directory.
-
See this post in the sticky thread about how to make the flight model files a part of the package: http://forum.outerra.com/index.php?topic=1778.msg21198#msg21198 (http://forum.outerra.com/index.php?topic=1778.msg21198#msg21198)
-
Ok thanks, have updated the file, see how it goes.
Edit: OK this time I promise it will work, file updated again.
-
good job bongo, one minor complaint is the appearance of the vents but other than that i really like what you're doing.. can't wait to see the cockpit in high def
-
hi, great job what you done so far! got the landing gear working sweet! cant wait to see some shots of the hi rez model! keep up the good work!
-
Look really promising, great work!
-
anyone having any problems with my typhoon? for me it crashes outerra
-
Yep it crash OT for me too.
-
Yes since the "more trees" patch it crashes for me too, bongodriver pls :(
-
Somebody please send the crash report + identification
-
There's no option to send a report after it crash but here's my eng.log
https://drive.google.com/file/d/0B96RrTcNJsI2cjA4aE1taVlWOXM/edit?usp=sharing
-
Has anything come up from M7's eng.log?
-
There are some errors in JSBSim (it was updated so perhaps there's a bug in definitions), but then it continues and I can fly it normally.
-
Weird, it's an instant CTD on pressing spawn for me.
-
Our internal build has some fixes incorporated already, so maybe it's because of that.
-
Our internal build has some fixes incorporated already, so maybe it's because of that.
Anyone ever got this to work since then?
-
I'm interested to know that too, flying the Eurofighter in OT would be really fun.
-
No, still crashes for me too ...
-
Any discoveries?
-
So it apparently sends an error into console which isn't there. The error is:
Property propulsion/engine[0]/MilThrust has already been successfully bound (late).
Failed to bind the property to an existing already tied node.
-
So it apparently sends an error into console which isn't there. The error is:
Property propulsion/engine[0]/MilThrust has already been successfully bound (late).
Failed to bind the property to an existing already tied node.
OK, thanks, that info lead me straight to the culprit, the xml file for my engine had 2 entries for Milthrust, strangely one was exactly the same as the idlethrust figures, it's weird because I didn't edit that file since the first upload of my model.
-
Fixed version is up on the original download link on post 1.
-
Fixed version is up on the original download link on post 1.
Well its up and running again for me, and apparently very light on resources. I'm pushing 400 fps! :o ;D
(http://i1287.photobucket.com/albums/a625/Multitesseract/screen_1409177980_zpsa4bed527.jpg)
-
Well its up and running again for me, and apparently very light on resources. I'm pushing 400 fps! :o ;D
Can I ask what the glider gives ?
Always good to see where ya moneys being spent, so to speak.
-
Fixed version is up on the original download link on post 1.
Well its up and running again for me, and apparently very light on resources. I'm pushing 400 fps! :o ;D
Well I guess once I get the 3d pit and some more high res textures shoved in then it will slow down a bit
-
Well its up and running again for me, and apparently very light on resources. I'm pushing 400 fps! :o ;D
Can I ask what the glider gives ?
Always good to see where ya moneys being spent, so to speak.
Of course, these frame rates are extremes; way up where little else is being rendered. Actual frame rates vary, from about 150 on the ground to between 185-285 in average circumstances. I just posted a bunch of pics in the screenshot thread, and you can see frames vary fairly wildly. Except the first pic, where framerate is locked.
(http://i1287.photobucket.com/albums/a625/Multitesseract/screen_1409180202_zpsacc3546b.jpg)
-
No idea of the frame-rates - my lame NT takes it almost better than the Airbus - just superb (isnt as detailed as i would expect from a model doing that to you). Also, i would do a more segmented cockpit cower frame (the curvature breaks due to low poly is too visible, were the HUD curvature seems to be optimum for it). Very interested in seeing the digital gauges working. ::)
Would be classy if in the multilayer, that should be made someday, a dogfight would be organized whyte this little guy and the Mig29. Just a bunch of flyers on both sides chasing each tail and a airfield podium for others to watch like on a airshow.
-
My WIP cockpit is being lavished with polygons, I also have the VR experience in mind (the Mig29 blew me away)
-
Great model already. The textures are beautifull. Cant wait to see what it will be like with roughness and reflectance map.
-
Well bear with me, I am teaching myself how to do all this stuff, I'm fairly comfortable with 3D modelling, making textures is the part I find hard and time consuming.
-
Well bear with me, I am teaching myself how to do all this stuff, I'm fairly comfortable with 3D modelling, making textures is the part I find hard and time consuming.
... dont worry, it wont do it itself ;D ;D ( OMG, mine sits just right here waiting for me :o ).
-
So how are things coming?
-
very slowly.
-
I should miss something .. I found this model
https://youtu.be/m0eoDOBYgdM
-
it is my typhoon, still a placeholder for now.
-
it is my typhoon, still a placeholder for now.
... i have to say, i like that plane ... saw one once before live at an airshow in the slovakian Piešťany airport and pilots were really good. Hope you can work on it further (in free-time means). Definitely like to see this project progress !
Also, i know the oficial aircraft site says thrust-vectoring should be installed in further enhancements in the future (http://www.eurofighter.com/about-us), but do you plan to add this little feature ? Idsay that machine has the capacity for maneuverability of the SuperFlankers if they get this little tech-update, and i certainly like to test it in VR at Outerra. :D
-
Dont forget Uriahs F-22.....
-
Dont forget Uriahs F-22.....
If he gets that better model somewhere for free use ... doe, dont worry, im holding my thumbs for that one too !
-
Something new about your SU-39, Pyton?
-
Something new about your SU-39, Pyton?
(out of topic, doe ... but not yet, still handling some Ural-related stuff)
-
Hey bongodriver!
Any progress on the EuroFighter Typhoon?
I'm considering taking on the EF-2000 as a serious JSBSim flight model and aircraft systems project for a full fledged high-fidelity combat flight simulation air superiority fighter. I would like to know your plans so I can take them into consideration as I move forward. I've already began collecting the data for the flight model, as well as data for the systems modelling, such as radar, sensors, display, weapons management system, etc.
Best regards,
Uriah
-
No real progress unfortunately, I still plan to eventually finish it, finding the time is the difficult part, I taught myself how to 3d model so I am no expert and it is a slow process for me, I am still working on a detailed cockpit.
-
Great to hear you haven't abandoned it! Keep it up.
I took the liberty of modifying your script a bit. I optimized it by declaring variables for the jsbsim properties, so each is called only once and assigned to a variable to be passed to multiple methods for the animations. I also added extended controls, dynamic cockpit zoom, lights, gun, engine glow and set the engine to initially be in the off state.
Best regards,
Uriah
The new script can be downloaded here: typhoon.js (http://www.mediafire.com/view/edwumauh4ju6yby/typhoon.js)
Default extended controls:
O Canopy open/close
E Engine on/off
+ Zoom in (num pad)
- Zoom out (num pad)
L Landing lights
Shift + N Navigation lights
Left mouse button Fire gun
(http://i.imgur.com/nQadRb8.jpg)(http://i.imgur.com/cevk5aa.jpg)
(http://i.imgur.com/IOMyAum.jpg)(http://i.imgur.com/dWoPta1.jpg)
(http://i.imgur.com/acOOtiU.jpg)(http://i.imgur.com/2fNLXNR.jpg)
-
I'm glad it's got some interest, feel free to make whatever additions you can, it will help free up some of the workload.
Nice screens.
-
Actually, would you be able to modify the package to get it ready for the new weapon system?
I just need you to add dummy helpers to the pylons where each external store will be attached. Name them 'BONE_station_01' through 'BONE_station_13', from starting from left wing to right, and parent them to your parent node. Make sure the dummy helpers have their local axis is aligned correctly with +Y facing forward. I'll use these to attach weapons and external stores loadouts dynamically.
Here is the exact arrangement for the stations.
(http://i.imgur.com/6C4Ltnb.jpg)(http://i.imgur.com/yFoDKMi.jpg)
The origin of each dummy helper needs to be coincident with the root of the attachment point, where the lug would secure the payload to the aircraft.
(http://i.imgur.com/MjUja6t.png)
Also, each dummy should be positioned approximately in the lateral center and near the lug attachment point for each pylon, to accommodate different sizes of payloads, as they would in real life.
(http://i.imgur.com/o3fFgAl.jpg)
-
Uriah, you need bombs and rockets to have the placing of theyr base-bone at some specific location too (so it fits the pylon right away), or you do some corrections for the placement on the pylon-lenght direction anyway ? Im asking, cause mostly drop-bombs have theyr U-rings for mounts on the pylons, and they should be fit to the proper place on it, and, most planes will use the same armament (if its NATO ones and we talk about the few you already have ready for the Appache).
-
That's correct, any external store, payload, or weapon, will have its own attachment location relative to where it needs to attach on the pylon, and also it will be able to adjust its position and rotation offset as well. Launchers and targeting pods (e.g. LUA-17 or LAU M299) will be able to attach to the pylon, and the rocket, bomb or missile attach to that, and certain launchers will be able to rotate in pitch and yaw axis dynamically for targeting. Also, each pylon will have a loadout list, since only specific stores can mount to specific pylons. Once complete, it will be a fairly straight forward system, and fully compatible. The same system will also used for assembling rocket stages and spacecraft payloads.
Regards,
Uriah
-
You plan the same for cluster-bombs ? ... having all bomblets its own spawn-possition marked by a bone inside. Then just spawned as separate objects when it gets oppened during flight ? Some have quite a lot: (see ak 0:28 - the RBK-500. Not sure of the designation of that active AT, might as well be just experimental footage too.)
https://www.youtube.com/watch?v=iFe3JaJVm7E (https://www.youtube.com/watch?v=iFe3JaJVm7E)
-
I'm not sure exactly how I'll do cluster munitions, however there won't need to be a bone joint for each sub-munition, they will simply have a position and rotation offset from the object origin.
-
I'm not sure exactly how I'll do cluster munitions, however there won't need to be a bone joint for each sub-munition, they will simply have a position and rotation offset from the object origin.
... i know some sims just simply calculate the hit-positions trough some randomizer and dont bother white any extra animations appart of the dropp. Doe, visually not so much a eye-candy. Worst is, there can by up to 100 submunitions ... ould be needed to try how OT handles spawning so much miniscule objects whyte simple drop-physics and theyr simultanious explosive effect. But, i fear it might involve some driver crashing.
... also, now i remembered another thing - is that pylon-list also pylon-compatible ? I mean, most munitions need special pylons ( not sure how some multirole platfom aircraft, witch have some tweaked pylons for this, but older planes definitely have a list of pylons they have for different munitions and misc. instrumentation ). Wuld be nice if ya have at each munition type some aditional variable witch would automatically choose a pylon for it (where pylons would be then separate objects like rocket launchers).
-
... i know some sims just simply calculate the hit-positions trough some randomizer and dont bother white any extra animations appart of the dropp. Doe, visually not so much a eye-candy. Worst is, there can by up to 100 submunitions ... ould be needed to try how OT handles spawning so much miniscule objects with simple drop-physics and theyr simultanious explosive effect. But, i fear it might involve some driver crashing.
Once the new methods are added, I don't think there will be any issues with spawning several hundred objects. The only issue currently with that would be particle effects, but those will be optimized in the future.
... also, now i remembered another thing - is that pylon-list also pylon-compatible ? I mean, most munitions need special pylons ( not sure how some multirole platfom aircraft, witch have some tweaked pylons for this, but older planes definitely have a list of pylons they have for different munitions and misc. instrumentation ). Wuld be nice if ya have at each munition type some aditional variable witch would automatically choose a pylon for it (where pylons would be then separate objects like rocket launchers).
That's what I meant in my previous post. Each pylon will only be able to load certain stores. I will build a GUI to select the loadout, similar to DCS.
Regards,
Uriah
(http://www.on-target-aviation.com/Assetts/images/TYPHOON%20LOADOUT%20CHART%20copy.jpg)
-
Oh, misunderstood ... meaning the type of a pylon (the mount itself that is) on a certain pylon-position :
(http://exito.sklep.pl/userdata/gfx/556678f87b387d42a9c6f7d2099264f3.jpg)
(http://i1067.photobucket.com/albums/u424/harvy5/vyzbroj/004_zps1e2d9c33.jpg)
(http://i1067.photobucket.com/albums/u424/harvy5/vyzbroj/007_zpsc49d8801.jpg)
... where you see that the pylon-mount has some special under-mounts or certain additional parts for different kinds of munitions out of the standard mount-solution. ... im sure NATO planes have the 6-bomb ones too.
And there are planes that switch the antire mount for another, not having an adition to it, like this one :
(http://www.flankers-site.co.uk/su-33walkround/rockets_04.jpg)
Also a posibility to hide the pylons so just a clean wing is visible (mostly for free flight or acrobatics). Thats why i asked if we should do the pylon-mounts themselves as separate models and be added due to the selected weaponry just as rocket-launchers, hanging on them.
-
The system will be completely compatible with anything you design, for any purpose. You'll be able to attach both static and dynamic objects, and the rest is up to your imagination!
Regards,
Uriah
-
(http://i.imgur.com/cHQkADO.jpg)(http://i.imgur.com/APPX7Ej.jpg)
(http://i.imgur.com/wp04NGb.jpg)(http://i.imgur.com/D9CBTvx.jpg)
-
Beautifull !
-
nice
-
https://youtu.be/V2IbaXhRyzM
-
great job ... great contribution
thanks
Note: that beautiful surroundings ... have to find out where the stash is
-
Thanks!
The location in the last video was Mt. Rainier National Park in Washington State.
Here is another video, showing different types of missiles being launched, AGM-65E Maverick and AIM-9M Sidewinder. The mass and drag of each external store is accounted for dynamically in the flight model. When the script initializes, it checks what the loadout configuration is, and sets the mass and drag-area for each station. When the store is launched, the mass and drag are set accordingly. There are also empty fuel tanks in the flight model at Stations, 3, 7 and 11. When a 1000 liter drop fuel tank is loaded on the wing, that tank is set to full. When you drop the tanks, both the mass of the empty tank and the mass of the fuel is zeroed. You can select between air-to-ground and air-to-air mode, select the weapon to fire, and toggle Master Arm on/off. I am working on a number of external stores for the EF-2000, including ASRAAM, AMRAAM, AARGM, IRIS-T, GBU-16 PAVEWAY II, LITENING III/AF laser designation pod, and either the Taurus or Storm Shadow stand-off cruise missile. I'll also add a sensor pod with FOV zoom levels, and a number of sensor modes (DTV, LLTV, FLIR) and tracking modes (rate/point/feature) for engaging targets. Also, expect the MiG-29 and a few other aircraft to be upgraded with the same systems, and of course the AH-64 Apache Longbow! :D
bongodriver, would you be able to add the BONE_stations to the package when you have some time? It will make it profoundly easier for me, because currently I had to guess the locations of each station to set the position of each object when it is loaded, which is not optimal and makes the system far more complex than it needs to be. Also, it is more difficult for me to set the rotation of each store, so as you see in the videos, they are not aligned correctly. Each BONE_station_## can be rotated in model so stores are automatically mounted at the correct angle.
Regards,
Uriah
https://youtu.be/nRdTxaSXSLQ
-
Yes, when I find a bit of time the first job will be to add the bones.
-
Awesome thanks! :D
-
We desperately need an external camera that banks with the planes........
And eventually a fly-by camera and then a.......... :)
-
Awesome thanks! :D
What?? Launching missiles, Smoke, In outerra?? :-o .. So you have early acces to the next update. Well its normal because you are working in things of it.
Looks so amazing seeing this in Outerra. Then i hope soon we will be able to have more effects into Planes engines, smoke in drifting cars, etc..
I love this plane.. It would be great make a complete plane from this, with the inside systems etc. I know its dificult because we dont have the cockpit unfortunatelly and dont know how this would be solved.
I only miss the music in your EF2000 videos.. The original music from that game 20 years ago..
-
Hi,
I believe the current smoke effects are temporary, and from what I understand there will be an optimized particle system that will replace the current one.
Best regards,
Uriah
-
nice work!
-
So the missiles & smoke are for an upcoming version, not doable in the current public release?
-
Hi Uriah!
You can provide information as to create smoke effects?
-
Sorry, I've been too busy to respond.
As I said above, these smoke effects are temporary, and from what I understand Outerra will release a particle system in the future. There is a serious performance impact with the smoke seen in these videos, which is not acceptable for public release at this time. Sorry, that's all I know... please don't hate me! :D
Regards,
Uriah
-
Sorry, that's all I know... please don't hate me! :D
Regards,
Uriah
He led us on!!!! GET HIM!!!!!
(http://i1287.photobucket.com/albums/a625/Multitesseract/jack-sparrow%201_zpsam57bfhe.jpg)
-
Arrrrr... Hang him!!!! >:(
Wait, wait... no! :))
-
I don't know man... The modding you do seem like witchcraft to me...
Burn him!!
No, seriously. Great work! You are keeping my hope up that one day, this might replace DCS or any other flight sim we have today.
-
No, seriously. Great work! You are keeping my hope up that one day, this might replace DCS or any other flight sim we have today.
Thanks, I appreciate it. I have high hopes for Outerra!
I don't know man... The modding you do seem like witchcraft to me...
Burn him!!
...and on that note!
https://youtu.be/xzYO0joolR0
-
lol, have not seen that one before :P
Im i understanding correctly? These missiles you have mad are acually already guidable, or?
Also, there are plans for interactive cockpits in the future? (clickable buttons). Im amazed by the content that you guys have come up with.
-
Im i understanding correctly? These missiles you have mad are acually already guidable, or?
I have simulated laser guided air-to-ground missiles, AGM-65 and AGM-114, which are working well. Fire and forget seekers, such as radar guided and/or air-to-air, are much more complicated in terms of the interface with the engine and their guidance algorithms. Currently, I can designate a target with a laser and the missile will attempt to hit the spot on the ground where the laser/camera is pointing.
Also, there are plans for interactive cockpits in the future? (clickable buttons). Im amazed by the content that you guys have come up with.
Yes, eventually there will be.
Regards,
Uriah
-
Great! I have no idea how you do it, but i wish you good luck.
I also love your space program, cant wait to test it out.