• There seems to be an uptick in Political comments in recent months. Those of us who are long time members of the site know that Political and Religious content has been banned for years. Nothing has changed. Please leave all political and religious comments out of the forums.

    If you recently joined the forums you were not presented with this restriction in the terms of service. This was due to a conversion error when we went from vBulletin to Xenforo. We have updated our terms of service to reflect these corrections.

    Please note any post refering to a politician will be considered political even if it is intended to be humor. Our experience is these topics have a way of dividing the forums and causing deep resentment among members. It is a poison to the community. We appreciate compliance with the rules.

    The Staff of SOH

  • Server side Maintenance is done. We still have an update to the forum software to run but that one will have to wait for a better time.

DFW C.V late production 1917 & 1918

It is not too much complicate in Gmax, and I suppose it might be quite similar in FSDS, you have only to name the scarf ring gunx, where x is the number you give to the relevant one in the dp file, mount section, and name the MG barrelx the same way.

attachment.php


It works only in AI use, the ennemy (or friend) gun points in your plane direction, the dp file must be well set up for it to work, the only thing I'm not too much sure is if the axle must be set to the world or to the object for the barrel to point well.

attachment.php


As you can see, the result is more or less convincing cause the muzzle flashes start from the original barrel position.

All the best, and good work
Martin
 

Attachments

  • gunner.jpg
    gunner.jpg
    58.1 KB · Views: 236
  • dangerous_DH4.jpg
    dangerous_DH4.jpg
    69.3 KB · Views: 239
Hi Martin

I'm only beginning to work with FSDS and there is a ton of things I don't know about its capabilities. I don't know if there is a similar function like this. Other than the basic controls, and basic functions like gear retraction, there is no documentation about its animation functions. From poking around the animation name lists, there seems like there would be more than a few different actions. The titles aren't very descriptive and unfortunately nothing is written about what they do, how to activate them or link them together. :banghead:

It will take some serious dedicated experimentation and lots of time to figure some of it out. Maybe someday.
 
Since Ravenna was concerned about tail protection with the Parabellum stowed.:wavey:

attachment.php
 

Attachments

  • 1-24.jpg
    1-24.jpg
    77.4 KB · Views: 406
It looks like it is going to be another great addition to our CFS2 WW I World.
Thanks for all the hard work.

Regards,
B24Guy
 
Looking good, although I did like the stowed gun. Stuart Green's Caudron G.4 model file has a gun gun animation which might be worth a look.

Hugely impressed with your modelling progress CK:encouragement:
 
DFW C.V Progress

Hi Capt Kurt,

Just a thought !! Uncle TGT just produced A Ju-86E & K with Rear Exposed Gunner which I might add works really well, maybe you could borrow that animation . The gunner doesn't look that much different .

Regards and Best Wishes,
And Keep up the Good Work,
1150:friendly_wink:
 
Hi All,
There are two GUID's that control the AI gun aiming. They are gun and barrel. I am not sure how many there can be, but the Betty has gun6 and barrel6.
One controls left/right movement and the other up/down. I don't remember witch is witch though.
The animation should be linked same as the gear etc.

Hope this helps,
B24Guy
 
Very nice work on this CK, looks a cracking model!

The gunner/gun on Erwin's models is driven by the timed Tick18 animation, which is only available for FSDS 3x. It is not tracking but just moves back and forth/up/down on a timer.

People are talking about three things here, a straight animation of a stowed gun to the ready position (easily done on an ani command); a stowed then ready postion gun animation, and then Tick18 movement; and then a stowed gun to ready postion AND then tracking...there's no reason why you couldn't have an animation from stowed to ready, and then have it as a Tick18 gun (Erwin does that on his models), but I don't know if the AI tracking/aiming animation of a gun works on models that are not AI?

Cheers

Shessi
 
OK guys, all this makes my head spin. Right now I am pretty much a what you see is what you get modeler.

I am trying to figure out animations, but not much support documentation is available beyond basic flight controls. I get the timing thing and how to set up keyframe movement, but how do you link an animation movement to a specific command? Is there a guide somewhere that lists what the keyframe title actually is supposed to to be used for, and what command is used in the game to make it happen? What animation keyframe name would I use to move the gun and gunner positions?

For example simple keyframe titles like pilot, gunner0,1,2, visor, cowling, etc aren't very helpful as to their function. What can you do with them and what command activates the animation in CFS2? All the lever names, do they just move a lever in the cockpit when an action like parking brake is activated in the game, or do they control the activation?

Other keyframe titles like bomb bay and cargo door functions are self explanatory but what activation command are they linked to?

I'm definitely not familiar with terms like Tik numbers (don't see them anywhere in FSDS control menus) and I don't know how a GUID number relates to a model animation unless you are talking SCASM coding?

Aaaaahhhhhhhhhhhhhhh (sound of a man falling off a cliff) :dizzy:
 
Nooo Kurt, don't jump from the cliff, your planes are lovely and perfects as it!
I didn't realised animation for CFS2 was so complicate with FSDS, in Gmax it's not easy and not well documented, cause you must convert from FS9 models created with the game pack, and many FS2004 animations don't work in CFS2, there are lots of animations I don't succeed on, bullets holes, having the gunners to be recognised and not visibles on static planes in missions, the spoilers anim don't always work, a long list with up to now no answer.
I look forward the DFW, cheers
Martin
 
Hi All,
I am seeing this from a SCASM point of view. (cause that all I know).
After looking back at Klein's post Gun is left/right and Barrel is up/down.
If one does not use the tick18 animation the AI will aim the gun at you.
It really does not matter because the AI will shoot at you regardless. That is set up in the DP file.
As for Klein's question "the only thing I'm not too much sure is if the axle must be set to the world or to the object for the barrel to point well."
The reference point is the object. I found this out with the stock Val. The animation was linked as if the gun pointed forward. I had to flip and rotate the drawing of the gun to make it aim in the correct direction.
As to what triggers what animation that seems to depend on the sim. Some commands are universal such as rudder, elevator, engine, etc. other's are sim dependent. They all have their own GUID identifier. In CFS2 most can be identified by looking at the key assignments.
CFS2 has some specific ones such as damage and bullets witch evolve texture mods and swaps.
This is probably too much information.

Regards,
B24Guy
 
Hello all
I would be happy to know more about returning an object with SCASM, I explain:
I use interpolation tables to limit with SCASM the stick and pedals movement, but using those tables change the objects orientation for elevator and ailerons, so I must anticipate it in Gmax to have the stick turning in the good sense, I would enjoy to learn how to do it directly with SCASM. Badly I'm not a programmer and succeeded on it with many experimentations, do you believe you can tell me, B24 guy? I can on my turn show how I do to set up interpolation tables.

Several heads can always do more than only one ;)

Cheers
Martin
 
Hi Martin,
That is most likely because stick and Pedals are not in CFS2.
Just rudder, elevator and left right aileron.

Regards,
B24Guy
 
Hi Martin,
That is most likely because stick and Pedals are not in CFS2.
Just rudder, elevator and left right aileron.

Regards,
B24Guy

Actually they can be in there as keyframe animations but not stock animations. The animations aren't used very often that I have seen.
 
Progress 1/27/21

The VC is complete and the texture mapping is done.

attachment.php
attachment.php
 

Attachments

  • mapping.jpg
    mapping.jpg
    52.6 KB · Views: 145
  • VC.jpg
    VC.jpg
    47.7 KB · Views: 148
Lovely VC Kurt, I love the metallic slippers, to permit to the feet tips to enter under the panel ;)

Cheers
Martin
 
Feb 3 progress

Hi all,

The flight files are finished and first of 2 paint schemes is done. (hard to believe they actually used purple as a camo color, but it was a common scheme). This is the 1917 version, a LVG license manufactured aircraft. Left to do will be a 1918 scheme which will have lozenge wings and tail, and cleaning up the 2D panel which is still a little rough. These are late production machines.

attachment.php




After debating with myself whether to do it, I decided to go ahead and make a mid production version which had ear type radiators and a winter engine cover. But that will come a bit later.

attachment.php
 

Attachments

  • 1917.jpg
    1917.jpg
    42.5 KB · Views: 101
  • 1916.jpg
    1916.jpg
    58.7 KB · Views: 100
Very nice CK :encouragement:. I know purple looks a bit strange as camouflage colour, but the RAF painted some of their Photo-Reconnaissance Spitfires pink, as this colour matched perfectly with the sky the near sunset or sunrise on cloudy days.

BTW the colour was called "mauve" by the Germans and comes in a lot of different shades. :biggrin-new:

Cheers,
Huub

39TfjNJ.jpg
 
Back
Top