Jets with heavy noses

Ask questions, discuss ideas, get answers
tanelorn
Posts: 42
Joined: Thu Oct 14, 2010 6:19 pm

Jets with heavy noses

Post by tanelorn »

Hi all. I am adjusting the physics of the Desert Combat SU-25 to make it more bot-friendly for the new release of DCR. I'm running into issues with the jet being noseheavy - in other words, if you let off the stick, the nose tips toward the ground. I'm trying to figure out wether this is simply a lift issue, or if there is an imbalance of where the lift is occurring.

I want to give the jet significant inertia to make it feel like a big heavy jet, but also keep it in the air. Could anyone with vehicle physics coding experience help me out on this one? Specifically, can you tell me wether the position of the winglift and flaplift has any effect on the handling of the vehicle? Perhaps those lift objects are too far back on the plane and cause the nose to tip down as a result...
Tanelorn-Desert Combat Realism mod lead
DCR Website: http://www.tanelorn.us/dcr/pages/index.htm
DCR AI development: http://www.battlefieldsingleplayer.com/ ... opic=15529
DCR new features: http://bfmods.com/viewtopic.php?f=6&t=727
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Post by freddy »

does it always drop the nose or does it vary with different speed?
tanelorn
Posts: 42
Joined: Thu Oct 14, 2010 6:19 pm

Re: Jets with heavy noses

Post by tanelorn »

Even at high speed it will tip down.

I wish the MDT had a definition for some of the properties related to this. There are a couple that I suspect are directly related to speed/lift ratio, such as:

ObjectTemplate.setRegulateToLift 4.91
ObjectTemplate.setWingToRegulatorRatio 1

I also found this interesting:

Code: Select all

rem *** SU-25FlapLeftMiddle ***
ObjectTemplate.create Wing SU-25FlapLeftMiddle
ObjectTemplate.setNetworkableInfo SU-25_wing_info
ObjectTemplate.geometry SU-25_Flap_Left_Middle_M1
[b]ObjectTemplate.setMinRotation 0/-2/0
ObjectTemplate.setMaxRotation 0/2/0[/b]
ObjectTemplate.setMaxSpeed 0/30/0
ObjectTemplate.setAcceleration 0/120/0
ObjectTemplate.setPitchOffset 0.5
ObjectTemplate.setPositionOffset 0/0/0
rem ObjectTemplate.setWingLift 0.5
ObjectTemplate.setWingLift 2.5
ObjectTemplate.setFlapLift 2.5
ObjectTemplate.setRegulateToLift 4.91
ObjectTemplate.setWingToRegulatorRatio 1
There is no input assigned to this, yet they are given rotations...
Tanelorn-Desert Combat Realism mod lead
DCR Website: http://www.tanelorn.us/dcr/pages/index.htm
DCR AI development: http://www.battlefieldsingleplayer.com/ ... opic=15529
DCR new features: http://bfmods.com/viewtopic.php?f=6&t=727
Jeronimo
Posts: 196
Joined: Sun Dec 27, 2009 8:55 pm
Location: Germany
Contact:

Re: Jets with heavy noses

Post by Jeronimo »

Maybe there once was, but it has been taken out.

You could try adjusting it to

Code: Select all

ObjectTemplate.setMinRotation 0/10/0
ObjectTemplate.setMaxRotation 0/10/0
Maybe that solves the nose drop prob already.
Image
User avatar
Dennis|8749236
Posts: 239
Joined: Sun Nov 29, 2009 6:02 am
Location: Earth
Contact:

Re: Jets with heavy noses

Post by Dennis|8749236 »

is the mass to heavy???
What is the meaning of Life?? (Don't think about it!)
tanelorn
Posts: 42
Joined: Thu Oct 14, 2010 6:19 pm

Re: Jets with heavy noses

Post by tanelorn »

8749236 wrote:is the mass to heavy???
That's my big question... is the mass to lift ratio what is causing it? It depends on how the game handles lift. If the mass is too high and lift is too low, does that affect wether the nose can stay level, or does it simply affect how much climb you can get out of the aircraft?

I'm going to experiment with these properties, but first I wanted to ask you all if you know for certain wether the nose dropping can be due to the flaps / wings being in a certain place on the body, or if it is an effect of mass-lift ratios in general.
Tanelorn-Desert Combat Realism mod lead
DCR Website: http://www.tanelorn.us/dcr/pages/index.htm
DCR AI development: http://www.battlefieldsingleplayer.com/ ... opic=15529
DCR new features: http://bfmods.com/viewtopic.php?f=6&t=727
User avatar
Dennis|8749236
Posts: 239
Joined: Sun Nov 29, 2009 6:02 am
Location: Earth
Contact:

Re: Jets with heavy noses

Post by Dennis|8749236 »

-.-
go to BF1942, and edit BF109's mass to 10000000
and try to fly it... and u got answer...
What is the meaning of Life?? (Don't think about it!)
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Post by freddy »

mass has nothing to do with it. the mesh is the first thing, different mesh different flight charatistics, next are wings and there positions.

i´m not familiar with DC planes but the bf42 planes use a bodywing, i belive this is worth checking

Code: Select all

rem *** CorsairBodyWingVertical ***
ObjectTemplate.create Wing CorsairBodyWingVertical
ObjectTemplate.setAutomaticReset 1
ObjectTemplate.setPositionOffset 0/0/-0.1
ObjectTemplate.setWingLift 2
ObjectTemplate.setFlapLift 0
as you can see it has no networkinfo and no geometry, its propably there just to adjust flight charatistics
tanelorn
Posts: 42
Joined: Thu Oct 14, 2010 6:19 pm

Re: Jets with heavy noses

Post by tanelorn »

Yes I did find that in the code. It has a rather high lift: 10. But the plane mass is quite high also: 5000. There are 7 defined lift surfaces, and each has around 2 lift apiece. Add that to the bodylift of 10, and you get a total of 14+10 = 24 lift total.
Tanelorn-Desert Combat Realism mod lead
DCR Website: http://www.tanelorn.us/dcr/pages/index.htm
DCR AI development: http://www.battlefieldsingleplayer.com/ ... opic=15529
DCR new features: http://bfmods.com/viewtopic.php?f=6&t=727
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Post by freddy »

i gave a plane more mass once and it felt like it had a stronger engine that was all. always worth a try tho.
Post Reply