FighterTag - Custom Aircraft

09 Feb 2018 18:08 - 09 Feb 2018 18:10 #37699 by Algernon
Having tried out a number of warbirds, we've decided on a "core four" based on their general flyability. However, there is some interest in allowing customised aircraft (no unrealistic FDMs, but other mods are fine). If you'd like to customise your own aircraft, or bring something else that isn't in our core selections, you're welcome to do so, with one stipulation - you must make sure it has the smoke code modification, and then you must upload your modified aircraft and provide a link to it in the main event thread before 1600hrs on Saturday 9th Feb, ready for people to download in time for the flight.

You need to take a few simple steps to modify your aicraft. These are as follows:

1. Download the FTag mod package from here and extract the FTag directory within to your Flightgear/data/Aircraft.

2. Go to your aircraft's root Models directory, and open the main model XML file.

3. Add the following code:
<!-- FTag Models -->
  
  <model>
	<name>FTag</name>
	<path>/Aircraft/FTag/FTag-Models.xml</path>
	<offsets>
		<x-m>15</x-m>
		<y-m>0</y-m>
		<z-m>0</z-m>
	</offsets>
 </model>

You can adjust the <x-m> variable if you like, this is how far away from the rear your aircraft the smoke begins to trail.

4. Fire up FlightGear with your bird of choice, making sure the FTag Scenario is running ( download here, but expect updates on Saturday ). Before you get in the air, open the Nasal Console from the Debug menu and type in the following:
ftag.test_smoke();
Click the execute button in the Nasal Console. You should see and hear a notification that you are testing the smoke, and you should see quick bursts of blue and red smoke from the rear of your aircraft. Try it out airborne too, just to make sure you're happy with the <x-m> adjustment. You can run the smoke_test function as often as you like.

5. You might also want to try and get someone to help you out with a Multiplayer test, just in case something in the aircraft is interfering with the required MP properties.

And that should be that!
The following user(s) said Thank You: Vodoun da Vinci

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09 Feb 2018 18:37 #37700 by Algernon
Hold fire on this - slight bug to be worked out...

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10 Feb 2018 05:56 #37703 by Algernon
The bug is only with the smoke test function, and it should work okay - haven't had time to sort it out yet, but we should be good to for modification :)

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10 Feb 2018 14:57 #37705 by Vodoun da Vinci
In testing the F8F from the download package I cannot get smoke using the test.

VooDoo

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10 Feb 2018 14:59 #37706 by Neilson
Come to LICR me and algy are there testing

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10 Feb 2018 15:34 #37707 by Vodoun da Vinci
Fixed!! Well Done!

VooDoo
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10 Feb 2018 17:09 #37709 by timi
I have some smoke testing going on as well. :)
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11 Feb 2018 16:41 #37715 by timi
Not sure whom did the smoke but how could I use it as a standalone display smoke? Also it would be nice if the smoke was slightly thinner like in this video:

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11 Feb 2018 16:59 #37716 by Algernon
Smoke is produced by the particle system, whose properties are defined in an XML called through the model files. You shouldn't have much trouble copying the technique used in the aircraft we fitted it to for the FlightNight - we created a directory for the smoke which sits in the Aircraft directory, making it available to any aircraft with a simple model include in its root model XML.

You can get it via the link in our FlightNight thread - it's included in the downloadable package.

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11 Feb 2018 17:02 #37717 by timi
Thanks Algernon, what about controlling the smoke on and off?

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11 Feb 2018 17:17 #37718 by Algernon
It's just controlled by a condition - IIRC, you can either put the condition in the particle configuration XML itself, or use a select animation on any of the objects associated with particles. I think we put our in the FTag/Smoke/ftag_smoke.xml file, deselecting either red smoke, blue smoke or both dependent upon the pilot's game status.

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11 Feb 2018 17:26 #37719 by timi
Thank you, I think I'm getting it now. So I could change those multiplayer properties to say pressing the fire button...

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11 Feb 2018 17:44 #37720 by Algernon
Absolutely - those MP properties in the conditions can be anything. I would personally create a display-smoke boolean property somewhere in the aircraft's property tree, and then assign a key and/or joystick binding to toggle it - press for on, press again for off.

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11 Feb 2018 17:48 #37721 by timi
Thanks, a good idea. Now I'll just need to figure out how to do all that.

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11 Feb 2018 17:51 #37722 by StuartC
We had display smoke on the Hawk, optional colours. You might want to take a look at that.
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11 Feb 2018 18:29 #37726 by Algernon
I'm trying to write code examples, but the website seems to have a problem with a character I'm using somewhere. I'd be happy to demonstrate the code required in an aircraft of your choosing, I have a bit of free time this week...

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11 Feb 2018 19:30 #37727 by timi
The Bo 105 would certainly be awesome for that! :)

Thanks for helping out Algernon,

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25 Mar 2018 13:37 #38068 by Vodoun da Vinci
My daVinci_TA-4J is comping along nicely - finally getting gear and canopy animations.



Should be ready to go for the next Tag Episode.

VooDoo
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25 Mar 2018 14:21 #38069 by Algernon
Looking good, sir! The next tag session will hopefully be in a month or so's time, and it's going to a be a big one where A-4 variants will fit right in ;)

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