Melchior FRANZ writes:
> There is no ground effect currently in place at all.

I've been looking at the math to model downwash, and I think there may
be some relatively easy kludges to slap into place to both handle
ground effect, and maybe even VRS. Oh for unlimited time to work on
this stuff, I've got some good ideas to do blade lift modeling, but
the last thing I want to do after a day of programming is program
more.

I can't make any promises as to time, but I'll take gradual steps
towards getting a copy of the code on my machine and diddling with it.

Is there a real helicopter pilot on the list who'd be interested in
taking my changes and saying "yes, this is realistic" or "not on
anything I've ever flown"?


On another front: I spent a little time today with the Bell/Textron
drawings and Blender, and I'm starting to see a 206 take shape on my
screen. Despite my years in graphics (several renderers, both
real-time and not, and experience with writing animation systems),
I've never done modeling before, and I may be being too conservative
on polygons.

And I was so happy to get a basic fuselage together that I was getting
really optimistic, now I'm down to the nitty gritty of two-sided
doors. And aaargh I wish Blender would just let me say "match the
normal for the vertex on this object to the one for the vertex on that
one"...

You do texture by poly color, and so far I'm just doing a white
fuselage. Should I bother to put UV coordinates on things, or is
trying to texture these aircraft just too heavyweight for now? If I
get a little better at modeling, maybe I'll try to include one of the
stock paint schemes in the model, at the expense of polys.

Can I just make the doors double-sided for now, or should I model both
an interior and exteror? I guess the downside is that the interior of
the doors ends up the same color as the exterior, right?

Is it reasonable to end up with two blades by just willy nilly
deleting from your blade model, or is there a hidden gotcha intere?

Aaaand, talk to me about shadows...

Thanks!

Dan



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