* Ron Lange -- Saturday 07 August 2004 01:30:
> Melchior FRANZ schrieb:
* * * Ron Lange:
> > > And how many rotor states could be used/ how are they stored?
> >
> > You get the rotation angles for each blade from the FDM.
> > (rotation angle, flap angle, and incidence angle; see Models/bo105.xml).
> >
> I actually mean the different rotor states like halt, start and running ;-)

There are only two: engage clutch, and release clutch
(controlled via boolean "controls/engines/engine/magnetos")

YASim had no turbines, when the helicopter FDM parts were written,
which is why the turbnes are hardcoded with constant RPM and always
on. I tricked with Nasal to fake turbines and get a more plausible
(but still extremely simplified) startup sequence.

Defining and using the meanwhile implemented turbines is planned.
I'm hesitant, though, because they can't be turned on and off yet,
either and I really want to be able to park the bo with shut down
turbines. 



> Individual parts, of course...;-)

OK. No naming convention. It's all up to you. But it's a good idea
to name every single object.



[Blender]
> unfortunately the boolean operations seems not really finished,

? I haven't noticed problems there! I don't often use them, though.
Parts (objects) are simply merged with Ctrl-J ("join"), and groups
of vertices ripped out ("separated") with "P" etc.



> and an OpenGL bug in my NVIDIA linux driver kills my first ec130 
> attempt...Otherwise blender is my choice now!

There's an autosave function. You shouldn't have lost much. Also,
the final state is saved under /tmp/quit.blend. (Maybe even on crash
... not sure about that.)


 
> Then I realized blender obviously doesn't provide an inverse function :-)

? Do you mean "Undo"? That's implemented, but doesn't work after
mode changes ... or something.

m.

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