Looking for P-61 Blackwidow

Well

Roger that Ted, I'll drop you an email later.

I see what you mean about the control surfaces, the ailerons are also the flaps and when used in that mode there's some small outboard ailerons that take over that function. Plus with all the other flaps and spoilers on it, it does look a bit funky! There's a very nice fs9 model in which all this works, I don't think we have the range of animations open to us though :(

I have animated the one I have fairly close to the actual plane. Just need to use key frame options. Since you can have the built in animations for flaps, ailerons etc but you can also have additional ones key framed. Now there are some limitations mind you but for instance with the dorniers and heinkel the ailerons also drooped when the flaps were activated. I just used key frames to make that happend (Oh, in the 217s the horizontals also drooped and I modeled that).

Ted
 
Not claiming to know much of what you are talking about, but I know the Groundcrew Bf 110G had drooping ailerons when the flaps were lowered and they did it only using the flap and aileron animations (you don't have to press any other buttons at least). Maybe a similar arrangement will work on the P-61?
 
How to

First make a dummy and name it l_flap_key, (or what ever you are working on), move it to the position you want it to be say right in the middle of the span of the l_aileron, then attach it to the left wing. Next orient the dummy to align with wind dihedral and other surface areas (taper etc). Be sure that the pivot for the dummy is aligned to world and centered to object before you start! Then animate the dummy, say you think that the aileron will deflect 15 degrees so set the first animation key at zero and move the key frame slider to 15. Using your rotate gizmo, move the dummy just the way you want it. Return to zero key frame and attach your aileron to it. Then move the animation key frame and wonderful, the aileron will deflect 15 degrees when the flaps are lowered. The aileron will also continue to pivot to act like the control surface it needs to be even if the flaps are lowered. You can do this with flaps,ailerons, and ..... need to look in the cfsexport dle file in the gamx plugin folder to see what other key frames are supposed to be there. You can also look in the SDK, but be aware some of the key frames were never activated in the sim.

Nice and easy. You can be very creative to get the plane to do things you want it to.... well mostly, on a good day, once in a while, ok sometimes....:wavey:


Tally Ho!

Who luvs ya baby - Ok what TV show's main character said this? Man I'm bored today.....
 
Nice and easy. You can be very creative to get the plane to do things you want it to.... well mostly, on a good day, once in a while, ok sometimes....:wavey:

NachtPiloten, If you add a g-max passenger/co-pilot to a aircraft would it be possible to make him look left and right do you think. considering that said guy would be in the VC, hierarchy, And would need a keyboard command as well.
 
...Who luvs ya baby - Ok what TV show's main character said this? Man I'm bored today.....

That would be Kojak. And the flap/aileron combo are called flaperons iirc, just as the aileron/spoiler combo on other aircraft are spoilerons... a mine of useless information, that's me. :isadizzy:
 
Hairy

Ok - what candy did he always eat?:applause:

The head turn. If you want to see it in the pit you could name a figure's head say stick_l_r, and then animate it. The head would pivot as the stick is moved to the left and right. Now if you wanted your eyepoint to rotate as the plane banked ..... hmm never thought of that but maybe you could create a dummy node, call it stick_l_r and then child the eyepoint to it and so as you banked the plane left or right the eyepoint would do that as well. Oh the possibilities....:mix-smi:
 
Ok - what candy did he always eat?:applause:

The head turn. If you want to see it in the pit you could name a figure's head say stick_l_r, and then animate it. The head would pivot as the stick is moved to the left and right. Now if you wanted your eyepoint to rotate as the plane banked ..... hmm never thought of that but maybe you could create a dummy node, call it stick_l_r and then child the eyepoint to it and so as you banked the plane left or right the eyepoint would do that as well. Oh the possibilities....:mix-smi:

Yup Ted, that's what we came up with, together with Nanni, when we developed head shaking effects within CFS3. But there's an underlying problem, it's input generated. So your head does indeed turn, but can't be "smoothed out" to follow your flight path because it's correlated to stick movements and that does limit your options. Stick left and you look left, and that's ok. But when you do a left hand tonneau, do you constantly look at your left? No. That's the problem. You're limited to very subtle animations if you want to make it look right, unfortunately.
 
Thanks Guys, I was thinking more of level flight, an observation plane, where the observer in the back looks left an right, maybe using the tailhook or dive brake or cowling commands,
 
Ok - what candy did he always eat?

'Morning all! I don't know any trade name, we just called them lollipops. The head animation in other FS versions is done with a tick18 animation and can be hundreds of frames long, but the figure would always be going through the same movement routine. That isn't so handy either.
 
'Morning all! I don't know any trade name, we just called them lollipops. The head animation in other FS versions is done with a tick18 animation and can be hundreds of frames long, but the figure would always be going through the same movement routine. That isn't so handy either.
Thanks H. I think ill give it a miss then,
 
i'll do it

anyone know where i can download a standalone p-61 blackwidow for cfs3? had one for cfs 1 & 2 yet to find one for cfs3, also anyone know where i can download all of the fdg aircraft? you can hit me up on here or email me at defcon4_1982@yahoo.com. thnx

If anyone has not started this plane let me know I will start it after i finish my Texan let know cause i have the blue prints for it already

Taz
 
You mean like this.....

If you want it say please ..... Hey I'll work with folks to finish this
 
Model

John - It is a VERY nice model. Bit heavy on the polys that I have tried to whittle down but overall real sweet. Did you know that most the p61s did not fly with the upper gun set. The 4 2cm were enough and it had better aerodynamics without it, plus it was faster, well not much but a little. Did you ever see the one in Udvar Hazy? Damn thing is huge, no wonder the Brits kept the mossie and let Americans keep this stone....

Oh, back to flanders fields have most of the new damage model done for the sswiii, and the changes to the pit will send this weekend along with the IV.
 
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