ZSU-23-4 "Shilka"

29 Apr 2015 07:09 #23164 by Warty
Looks to be coming along well. I would guess that in real life the ZSU would simply attack anything within range that didn't give a correct IFF response. But, a quick check of the FG wiki gives me the impression that IFF is not really that functional on FG.

Mac 10.10.5 Yosemite, FG3.6RC

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29 Apr 2015 10:42 #23167 by Algernon
We're working on it :) All the vehicle systems I have designed are built to handle IFF as and when it can be figured out. I'm hoping it will be part of the emissions side of the extended radar staff I've been talking about... and it shouldn't really be too difficult either. Already, the EF2000's attack computer assigns "friendly" IFF status to aircraft squawking the same transponder code as itself (obviously not realistic or very helpful, but it proves it works).

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29 Apr 2015 12:04 #23179 by Tomaskom
The terrain checking implemented and up in the cloud, works like a charm :)

"There are no problems in the air. The only problem is hitting the ground."

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29 Apr 2015 12:07 #23181 by Algernon
Sweet! Well done!

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11 May 2015 18:26 #23554 by Tomaskom
I just found that YASim has an option to have skids instead of gears by using the skid="1" option in gear definition. Anyone has any experience about what it actually does, how it behaves? This might or might not be useful in developing the Shilka tracks.
(My initial thrill was pretty much killed by the fact that they seem to be individual points, not lines, like a real skid would behave and that would increase the obstacle traversing ability significantly - individual points are doomed to get stuck in front of most obstacles I fear).

"There are no problems in the air. The only problem is hitting the ground."

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11 May 2015 18:32 #23555 by StuartC
Its used in Helicopter UC, where skids exist and wheels do not.

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11 May 2015 18:47 #23556 by Tomaskom
Yes, but I need to find an experimental solution, because tracks are halfway between skids (by shape) and wheels (by behavior).
And because skids in YASim seem to be points just like wheels, I'm not sure they will be helpful at all.

"There are no problems in the air. The only problem is hitting the ground."

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11 May 2015 19:51 - 11 May 2015 19:51 #23560 by Warty
Just a thought: what if you fitted two thrusters left and right? It might even behave then like a real tracked vehicle.

Mac 10.10.5 Yosemite, FG3.6RC

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11 May 2015 20:25 #23561 by Tomaskom

Warty wrote: Just a thought: what if you fitted two thrusters left and right? It might even behave then like a real tracked vehicle.

That is the current plan, but it needs something to rest on the ground. That is the real problem here.

"There are no problems in the air. The only problem is hitting the ground."

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11 May 2015 20:44 - 11 May 2015 20:44 #23562 by Warty
So can't you just put them down as wheels on the Yasim model but make them look like tracks in the Blender model? Isn't it the case that Yasim doesn't care what they look like?

Mac 10.10.5 Yosemite, FG3.6RC

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11 May 2015 20:54 - 11 May 2015 20:55 #23564 by Tomaskom

Warty wrote: So can't you just put them down as wheels on the Yasim model but make them look like tracks in the Blender model? Isn't it the case that Yasim doesn't care what they look like?

Definitely, the FDM doesn't care about what is rendered at all. The problem I'm facing is how to make them behave like tracks, especially in terms of dealing with difficult terrain - I was hoping skids might help me, but it doesn't look like that anymore.

"There are no problems in the air. The only problem is hitting the ground."

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11 May 2015 20:57 - 11 May 2015 20:59 #23566 by Warty
Lots of power, very little weight and a low CofG maybe ??

Edit: and traction control, obviously :lol:

Mac 10.10.5 Yosemite, FG3.6RC

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11 May 2015 21:05 #23568 by Warty
Here's another off-the-wall idea .... The Yasim model could have a much larger wheel base and wheels than the actual physical model

Mac 10.10.5 Yosemite, FG3.6RC

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11 May 2015 21:23 - 11 May 2015 21:23 #23571 by Tomaskom
Larger wheel base won't help me much and I would just hit walls that are still distant from the actual vehicle.
Larger wheel... there is no such thing as wheel size in YASim as far as I know, at least I never saw any aircraft specifying it. If it in fact can be specified, that would help me a lot of course, but my general impression is that wheels behave just like dimensionless contact points.
Re-read the very first post of this thread - I wrote a first set of ideas on how to proceed there and so far I found no better way to deal with it.

"There are no problems in the air. The only problem is hitting the ground."

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29 May 2015 10:03 #24001 by Tomaskom
Buckaroo recently added a long missing part to his YASim guide: YASim Landing Gear and Surface Interaction
www.buckarooshangar.com/flightgear/yasimtut_landinggear.html

This will be very helpful :)

"There are no problems in the air. The only problem is hitting the ground."

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