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P3D v4 Prop animation speeds

Messages
29
Country
unitedkingdom
Hi All

I'm happy with my first attempt at modelling generally. It is a Do228-100 intended for AI use only. However, I notice that when the aircraft reaches the runway hold short, and reduces throttle to idle, the prop animation is much too slow - looking almost as if the engine had been cut.

Video link below shows this occurring.

http://www.mrbartlam.com/downloads/props.mp4

Is there any simple way to prevent this... i.e. to adjust the speed it will spin during idle? I am loathe to have to change the animation itself on all 7 LODs... I was thinking maybe the aircraft.cfg prop_anim_ratio value? But don't be able to find a value for this which does it?

Cheers

Adam
 

Heretic

Resource contributor
Messages
6,830
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germany
You can alter the RPM range for the prop_slow, prop_blurred, etc... visibility conditions in the MakeMDL.xml. The change will take effect on all LODs after compiling the model.
 

tgibson

Resource contributor
Messages
11,338
Country
us-california
Hi,

That's the main problem I have with using the solid prop for prop_slow - it just doesn't look right. What I do for the slow prop is to start with the blurred prop, and cut out wedges until I have a disk with four wedges remaining, in the shape of a Maltese (or German Iron) cross (for 4 bladed props). This looks much better when the engines are at idle.

You can also use prop_anim_ratio=0.9 in each fltsim section of the aircraft.cfg file to improve things as well.

Hope this helps,
 

n4gix

Resource contributor
Messages
11,674
Country
unitedstates
On some I've cloned the still blades twice, rotated one of them 45º, then attached the two objects together for my _slow prop assembly. This gives the illusion of faster rotation. Sometimes cloning the _blurred disk and Linking it to the _slow assembly completes the illusion.

There are many ways to approach the problem! :stirthepo
 
Messages
29
Country
unitedkingdom
You can alter the RPM range for the prop_slow, prop_blurred, etc... visibility conditions in the MakeMDL.xml. The change will take effect on all LODs after compiling the model.

Thanks for the advice... sounds perfect. Unfortunately I can't find a MakeMDL.xml file... I've run a search on my hard drive and not found one either. Having carried out a little research on the wiki here and online generally it seems this file is associated with FS9 / GMAX? I'm on P3d v4 and 3DS Max 2017, exporting to a .X file and then using x2Mdl.exe ... anybody know if this file still applies... or if not, which file WOULD do the same job?

Cheers

Adam
 

n4gix

Resource contributor
Messages
11,674
Country
unitedstates
FS9 uses the MakeMDL.xml file.

FSX/P3D uses the modeldef.xml file that is located in the ..\Prepar3D v4 SDK 4.0.28.21686\Modeling\3ds Max\bin folder of the P3D SDK.
 

Heretic

Resource contributor
Messages
6,830
Country
germany
Sorry for the confusion. "MakeMDL" sounds much more to the point then "Modeldef" and is the first thing to pop into my mind when talking about XML anims.
 
Messages
29
Country
unitedkingdom
No problem Heretic.... if you hadn't have taken time to reply then I wouldn't have known in the first place to ask about it to get the clarification!

Much appreciated.

Adam
 
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