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May 4th, 2010, 03:07 AM
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Join Date: Sep 2009
Posts: 78
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For the craft editor you should give the option of manually entering values for the collisions since the slide bar thing is a little bit tricky
__________________
If anyone knows how to bind a Walkera WK2402(4ch TX) to a Walkera RX-2801 (6-8? Ch RX) Pm me please
My Fleet: Walkera Lama2q, Dynam HawkSky
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May 4th, 2010, 03:21 AM
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Senior Member
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Join Date: Apr 2009
Location: Minnesota
Posts: 586
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Here's what I think. The physics are noticably improved. Obviously they could still be better, but it's very impressive for how new this sim is! The 6ch plane is pretty much all I fly now. A free flight sim that features 6ch is just so awesome! I haven't tried much with the editor yet. I did change the time it takes for the gear and flaps on the 6ch plane to .5 seconds each. I like the scale like 2 second speed, but I prefer it to be a little faster, more like most actual rc planes. I like the glider towing thing too. I wish you could adjust the rate of climb and height that it drops the plane from though. Or maybe you can with the editor? I haven't tried that I guess. Anyway, lots of good stuff! Keep it comin'!
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May 4th, 2010, 05:15 PM
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Join Date: Mar 2010
Location: Houston, TX
Posts: 70
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Love the new release. I did the new aircraft tutorial with your trainer and it worked like a charm. I then started out with a quick and dirty 5 minute to build aircraft model and I am running into a few issues.
1) Scale: Are you using actual metric measurements in your program? i.e. 1 meter = 1 meter in game?
2) Rotational issues: I made a elevator for my plane, I import it and give it the same value as your trainer pdf. It seems like the origin is off camera, instead of being on the leading edge on the elevator.
Most important would be the origin, once I get my basic aircraft into the simulator I plan on building a Super-lightning and then a p38. But a great release, nice UI for the aircraft editor via simple and straight forward. I would add the ability to type in the values as well as use the mouse for it.
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May 4th, 2010, 05:29 PM
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Member
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Join Date: Jul 2009
Location: Belgium
Posts: 54
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Quote:
Originally Posted by Pharacon
Love the new release. I did the new aircraft tutorial with your trainer and it worked like a charm. I then started out with a quick and dirty 5 minute to build aircraft model and I am running into a few issues.
1) Scale: Are you using actual metric measurements in your program? i.e. 1 meter = 1 meter in game?
2) Rotational issues: I made a elevator for my plane, I import it and give it the same value as your trainer pdf. It seems like the origin is off camera, instead of being on the leading edge on the elevator.
Most important would be the origin, once I get my basic aircraft into the simulator I plan on building a Super-lightning and then a p38. But a great release, nice UI for the aircraft editor via simple and straight forward. I would add the ability to type in the values as well as use the mouse for it.
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Hi Pharacon,
I'm curious about your aircraft!
Anyway, to answer your questions:
1) Yes, 1 meter in the editor will be 1 meter in the game. Don't worry to much about scale in your 3D modeling program as you can change the scale in the editor (see p.4 of the manual). The editor will give an indication about true size next to the scale indicator when the fixed mesh is selected. Maybe I should add an object (e.g. person) to the editor to give an idea about scale.
2) I think I forgot to mention that in the manual: when saving your meshes:
- save the fixed part with the origin at the CoG of the aircraft
- save the moving parts with the origin at one point of the rotation axis (so you'll probably have to move those individual parts to the origin before saving/exporting). In the editor one point of the rotation axis is at the origin point of the mesh.
Keep us posted on your progress!
Davy
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May 4th, 2010, 05:34 PM
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Member
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Join Date: Jul 2009
Location: Belgium
Posts: 54
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Quote:
Originally Posted by all4smallrc
Here's what I think. The physics are noticably improved. Obviously they could still be better, but it's very impressive for how new this sim is! The 6ch plane is pretty much all I fly now. A free flight sim that features 6ch is just so awesome! I haven't tried much with the editor yet. I did change the time it takes for the gear and flaps on the 6ch plane to .5 seconds each. I like the scale like 2 second speed, but I prefer it to be a little faster, more like most actual rc planes. I like the glider towing thing too. I wish you could adjust the rate of climb and height that it drops the plane from though. Or maybe you can with the editor? I haven't tried that I guess. Anyway, lots of good stuff! Keep it comin'!
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Thanks for your remarks. You are right about the flaps/gear speed: I meant to change that before the release but it slipped my mind. Luckily you can do that yourself now using the editor 
The glider towing for now is a simple recorded flight of the towing aircraft so can't change much about that without rewriting it completely.
Hopefully more (6-channel) airplanes will come soon
Davy
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May 4th, 2010, 06:30 PM
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Senior Member
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Join Date: Apr 2009
Location: Minnesota
Posts: 586
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I'm looking forward to more 6ch planes! Do you plan to put a place on the RCDP site where we can download extra models? That would be cool. Now that the editor is out, I'm anxious to see what other people are going to make too! I can't wait for a 3D plane and an edf jet! Oh, and another suggestion while I'm at it, a flying wing!
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May 4th, 2010, 07:16 PM
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Member
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Join Date: Mar 2010
Location: Houston, TX
Posts: 70
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Quote:
Originally Posted by rcdeskpilot
Hi Pharacon,
I'm curious about your aircraft!
Anyway, to answer your questions:
1) Yes, 1 meter in the editor will be 1 meter in the game. Don't worry to much about scale in your 3D modeling program as you can change the scale in the editor (see p.4 of the manual). The editor will give an indication about true size next to the scale indicator when the fixed mesh is selected. Maybe I should add an object (e.g. person) to the editor to give an idea about scale.
2) I think I forgot to mention that in the manual: when saving your meshes:
- save the fixed part with the origin at the CoG of the aircraft
- save the moving parts with the origin at one point of the rotation axis (so you'll probably have to move those individual parts to the origin before saving/exporting). In the editor one point of the rotation axis is at the origin point of the mesh.
Keep us posted on your progress!
Davy
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Excellent, that makes perfect sense. I will move a few things about and see if I can get it too work. Then I will clean up the texture and maybe release a new airplane for you. It is kinda silly looking but it will fly.
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May 4th, 2010, 09:15 PM
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Member
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Join Date: Sep 2009
Posts: 78
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Um my plane flies backwards lol. How do I rotate the fixed model around?
__________________
If anyone knows how to bind a Walkera WK2402(4ch TX) to a Walkera RX-2801 (6-8? Ch RX) Pm me please
My Fleet: Walkera Lama2q, Dynam HawkSky
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May 4th, 2010, 09:22 PM
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Member
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Join Date: Jul 2009
Location: Belgium
Posts: 54
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Quote:
Originally Posted by Airdoo
Um my plane flies backwards lol. How do I rotate the fixed model around?
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Whoops, you'll have to do that in your 3D modeling software (just to make sure: when pressing F1 on the main view, the nose should point left).
Davy
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May 5th, 2010, 03:32 AM
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Member
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Join Date: Mar 2010
Location: Houston, TX
Posts: 70
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Ok got everything in place as far as geometry, my elevators flap and everything. Is there a way to do a elevon style?? I am working on the textures now but I might not get that done for a few days as I have things to do this week.
So far this has been a really easy process to import a model and get it flying around.
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