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Rolling wheels

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belgium
Hi,

I try to make a vehicle and do not know how to do rolling wheels (they start to rotate when the vehicle move forwards). Where can I find a tutorial for GMAX FS2004 ?

Greetz. José.
 
Is this vehicle an aircraft that somebody can fly or a moving object in your scenery? That does matter :).
 
Hi Arno,

It will be rather a vehicle/car that can be drived and be configurated as AI.

I have already the animation, but how to configure that tha animation start to work when the vehicle moves forward ? In the SDK there are some prefixes available.... but must they be used as a sort of "conditional display" ? Many questions.... And how the aircraft.cfg will look like to make it all work right ?

Greetz. José.
 
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This is actually easy - check the documentation for exact names, but you have to name your wheel parts L_Tire_Still and L_Tire_Blurred (or L_Wheel_Still and L_Wheel_Blurred, can't remember) "L" is for left... you can use "C" and "R" for center and right. You can repeat these names, you don't have to name them all uniquely (as in L_Tire_Still_03) ... actually, I think you HAVE to keep these names all the same.

Then, in CFG file where you declare contact points, you declare your wheels as wheels (as opposed to scrape, strut and so on) and give them parameters (such as radius, so that FS knows how fast to rotate the wheel so that it keeps the proper contact with the ground with no slippage) and you are set to go... By the way - do NOT animate the wheels rotating - the animation is automatic, once you properly set it up... Unlike the compression struts and suspension linkage that has to be animated AND named properly.

Misho
 
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Misho, is this for FS9? Don'T you have to use the tick_18-prefix in FS9?

In FSX you can choose every name you want, because you tag the animations via the animation manager (pretty easy to use).
There are some other threads here that explain very detailed how the animation should be done for tail wheels.
If it's a simple animation like a car you can even let the animation manager create the animation with pressing the right button. :)

btw: Thanks for the hint, Jose. ;)
 
That's correct, that's for FS9, and no, no tick_18 prefixes. I am absolutely sure of this as we're just finishing the Lunar Rover vehicle for TerraBuilder and we've gone through all this in the last few months. I can give you exact setup tree if you wish - it works as advertised.

Misho
 
Hi,

Now it works ! :D
Thanks Misho. The only thing I have to do is correct the pivot.
With the L_Still prefix (and not L_Still_wheel... so the name prefix is not right) the wheel begin to rotate slowly and while I speed up the vehicle the rotation of a second wheel with prefix L_Blurred appears (while the first one disappears) and rotates faster.
The "prefix" L_Still is good enough for taxiing.

So: problem seems to be nearly solved. :p

Greetz. José.
 
I checked: the wheels MUST be named L_Tire_Still and L_Tire_Blurred (not how you have it "L_Still", ). "L" must be substituted for "R" for right wheels (or C for center). If your wheels are rotating with the names you are using, there is something funny going on :)

There is no problem... "Blurred" and "still" are two versions of the same wheel. They have to be exact duplicates, completely identical in geometry and in same location. The only difference is that one ("Still") must have the "normal" wheel texture, the way wheel looks when still, and the "blurred" must have a motion-blurred texture of the same wheel. The "still" is displayed during no motion or low RPM, and when the speed increases, the system automatically switches to the "blurred" version. This is the system's way of simulating fast rotating wheel. Works pretty good, although in my case I have to change the "base" color of the wheel to match the overall blurred texture color, because when the transition happens, you can momentarily see the base color of the wheel, before texture loads.

Misho
 
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Hi Misho,

Sorry... my fault, they are indeed named L_Tire_Still and L_Tire_Blurred, hà (I was in a hurry to announce the good result, hahaha). ;)

Thanks for the guidance. José.
 
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