aleatorylamp
Charter Member
Hello Smilo.,
Thank you for your concern and attention.
Actually, it is turning out to be a lot of fun, this venture into Ad2000!
On the Ugly100 Tutorial, the gear moves, girating progressivel, to disappear just before stowed.
On the CubeFYI, the whole gear just flips away, so RANGE is not working yet. I thought it may be exceeding the Jump distance limit in bytes.
It´s best I start subdividing the aeroplane into more assemblies now, isn´t it?
Then, if I wanted to make the skirt and wheel remain visible while stowed, I would also have to separate the strut from the Gear SA, but that is not so important for now.
The Stabilizers seem OK, I fixed their roots to be flush with the fuselage sides, working in top view. Rather than selecting the vertices with the "n" key and adjusting with the mouse, I typed the correct values into the chain-editing window.
Now for the tail skid bleed - I can put in a wheel later.
If I do a 3D wheel, I´ll change the main gear to 3D too, but that´s also for later.
After the skid sequencing, we´ll do the animation!
Update: AD2000 confuses things if it uses several builds of the same aircraft with only one Compiling name, so I´ve separated them:
-CubeFly is the original un-sequenced one.
-MCubFly2 is your nicely sequenced one with the externally rectracting gear.
-MCubFly3 is the current, sequenced one being corrected in detail with the normal landing gear.
-CubeFYI will be based on the version we have at present, as soon as I start separating several SA´s into insertable Assemblies.
Perhaps it will be easier to put in a Jump Plane Sequence for the tail skid once the Assemblies have been separated rather than doing it now.
All of these have their own Aircraft in CFS.
Even then, CFS confuses textures, but that´s because of resource saving - if textures have the same name from one aircraft to another, they don´t get exchanged. Repaints of the same texture names can be a bit funny!
Cheers,
Aleatorylamp
Thank you for your concern and attention.
Actually, it is turning out to be a lot of fun, this venture into Ad2000!
On the Ugly100 Tutorial, the gear moves, girating progressivel, to disappear just before stowed.
On the CubeFYI, the whole gear just flips away, so RANGE is not working yet. I thought it may be exceeding the Jump distance limit in bytes.
It´s best I start subdividing the aeroplane into more assemblies now, isn´t it?
Then, if I wanted to make the skirt and wheel remain visible while stowed, I would also have to separate the strut from the Gear SA, but that is not so important for now.
The Stabilizers seem OK, I fixed their roots to be flush with the fuselage sides, working in top view. Rather than selecting the vertices with the "n" key and adjusting with the mouse, I typed the correct values into the chain-editing window.
Now for the tail skid bleed - I can put in a wheel later.
If I do a 3D wheel, I´ll change the main gear to 3D too, but that´s also for later.
After the skid sequencing, we´ll do the animation!
Update: AD2000 confuses things if it uses several builds of the same aircraft with only one Compiling name, so I´ve separated them:
-CubeFly is the original un-sequenced one.
-MCubFly2 is your nicely sequenced one with the externally rectracting gear.
-MCubFly3 is the current, sequenced one being corrected in detail with the normal landing gear.
-CubeFYI will be based on the version we have at present, as soon as I start separating several SA´s into insertable Assemblies.
Perhaps it will be easier to put in a Jump Plane Sequence for the tail skid once the Assemblies have been separated rather than doing it now.
All of these have their own Aircraft in CFS.
Even then, CFS confuses textures, but that´s because of resource saving - if textures have the same name from one aircraft to another, they don´t get exchanged. Repaints of the same texture names can be a bit funny!
Cheers,
Aleatorylamp
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