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Afterburner on su34


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nuxil
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#1

Posted 12 March 2007 - 13:47

im woundering,, is it posseble to script afterburer on the su34 ?

Or would it be to hard tracking the position of the aircraft? i mean like the 3d position of the object, not only the 3d position on the map..
i know one can do many fancy effects with the drop command,,

:P

Mandoble
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#2

Posted 12 March 2007 - 23:04

Drop accepts a named selection instead a position as long as you provide the object is last parameter. If you find out the named selection for Su34 exhausts you will be able to have a pretty nice afterburner effect.

lethal
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#3

Posted 13 March 2007 - 13:40

still needs a bit of work but its possible:

Posted Image

nuxil
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#4

Posted 13 March 2007 - 13:50

Just Awsome !!.. Send me that modifyed file of the su34 when your finished with it Posted Image

lethal
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#5

Posted 13 March 2007 - 14:11

no modified file - just a script that runs on the vehicle of your choice. it will look weird on anything but a su34 though Posted Image

also it's purely cosmetical as of now. i haven't created an on/off switch yet, it doesn't activate above a certain speed etc. might do that as i find the time.

Mandoble
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#6

Posted 13 March 2007 - 21:17

Are you using named selections or positions relative to aircraft pos? If the former, please, post these named selections Posted Image If the last, that will keep cosmetical forever as the drops will not consider pitch/roll of the plane.

nuxil
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#7

Posted 13 March 2007 - 21:36

lethal i really like that littel screenshot of yours. Posted Image
hope you make it avaleble for us the rest of the arma people soon. :P

and btw.. if you can or will or wount... it would be verry useble if you only activate the afterburner while example "shift" and "trottle up" W in my case. is hold in.

"" and use velocity on the vehicle to give it a acceliration boost :P ""





UNN
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#8

Posted 13 March 2007 - 21:39

Quote[/b] ]that will keep cosmetical forever as the drops will not consider pitch/roll of the plane.


Issues with pitch/roll of the plane are irelevant since Arma. See setvectorUp and setVectorDir and associated commands.

lethal
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#9

Posted 14 March 2007 - 01:57

[quote name='(UNN @ Mar. 13 2007,22:39)'][quote name='[b']Quote[/b] ]that will keep cosmetical forever as the drops will not consider pitch/roll of the plane. [/QUOTE]

Issues with pitch/roll of the plane are irelevant since Arma. See setvectorUp and setVectorDir and associated commands.[/QUOTE]
actually it's not completely irrelevant. since the particles are not simply dropped but emitted in a certain direction i had to adjust the script a little. otherwise the afterburner trail would have always pointed in the same direction Posted Image

i solved that problem now by simply running a loop that updates the particle emitters vector as the plane rotates. i also had to update the emitters position that way since is seems to stop once the plane had a certain distance to it. this is all solved now but unfortunately i've run into another problem:
i need to adjust the speed of the particles according to the plane's speed in order to prevent the particles from becoming too spread out at high speed. i had this working before i made the last few adjustments but something must have broken it. mayby i'll find the culprit tomorrow Posted Image

those are the numbers that need to be adjusted to correct the issue above. they determine the vector at which particles are emiited from the source:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_exhaustdir_x = -(vectorDir _aircraft select 0)*30;
_exhaustdir_y = -(vectorDir _aircraft select 1)*30;
_exhaustdir_z = -(vectorDir _aircraft select 2)*30;[/QUOTE]





lethal
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#10

Posted 14 March 2007 - 14:58

next update:
Posted Image
Posted Image
Posted Image

as you can see it no longer becomes streched at high speed Posted Image

i have also adjusted it so that length and size of the trail is now influenced by aircraft speed. i would have preferred it to be influenced by throttle settings though. anybody know if that is possible?

anyway - all that's left now is tweaking the colors, shape and size a bit then making it fully functional, via hotkey or something.





EricM
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#11

Posted 14 March 2007 - 15:35

Most impressive... Posted Image

nuxil
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#12

Posted 14 March 2007 - 17:45

Most impressive... Indeed it is.. Posted Image

lethal
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#13

Posted 14 March 2007 - 18:17

thanks for the encouragement Posted Image

i've playerd around with the idea of adding other particle effects to the same script. contrails at high altitude for example, a high aoa condensation effect and that puff one can see when an aircraft breaches the sound barrier... (dunno what its called) what do you think? it *sould* be possible with the tools given and I imagine now that i figured out how to compensate for high speed it wouldn't be that much trouble anymore. Reference pictures of those effects would also be much appreciated





deadfast
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#14

Posted 14 March 2007 - 18:28

... that puff one can see when an aircraft breaches the sound barrier... (dunno what its called) ...

Supersonic boom (I think) would be cool.

No matter that I don't fly too much, your work really impressed me Posted Image .





nuxil
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#15

Posted 14 March 2007 - 18:59

Jepp the sonic boom would also be cool..

http://www.youtube.c...ch?v....search=
http://www.youtube.c...ch?v....search=
I think that would be simplere to make since ther are fewer colors to mess with..

but making that sonic boom at 1 225 km/t.. which is about the realistic speed. would be plain stupid since you need the hole map +++ to get up to that speed. some more like 500 / 600 maybe, would be more game realistic.,, just my oppinion.

but dont rush yourself.. i think you have already done a great work Posted Image





lethal
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#16

Posted 15 March 2007 - 17:24

still working on it. here's one more shot for ya:
Posted Image
Posted Image

still not completely happy with the afterburner yet, though. might just be an engine limitation but it seems at high speed there's still a bit of streching sometimes resulting in a slightly weird looking trail when looked at from the side... Posted Image i get a picture of that situation later on, and let you decide if it's acceptable. working on something myself i sometimes become too fixated on 'small' issues and need a new perspective Posted Image

problem1 at very low speed (standing still, rolling slowly) the particles don't blend into one another but overlap creating this effect:
Posted Image

this is the stretching i was talking about earlier. seems to be related to speed and general engine (the gfx engine, not the aircrafts Posted Image ) workload:
Posted Image

as a comparison here's what it *should* look like:
Posted Image





nuxil
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#17

Posted 15 March 2007 - 18:17

what can i say,, im speach less.. it looks great for my eyes Posted Image

have you made hotkeys for the afterburner so it isnt on all the time?
just out of curiosity, at what speed does the sonnic fog appare?

and did you think about what i sayd. about using setVelocity to give the aircfraft a boost.? what would be so cool Posted Image

thers are some examples on the wiki,
http://community.bis...iki/setVelocity

where you could put example _speed = _x+1; in a loop. so it acsalirate smooth to a max value..





lethal
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#18

Posted 15 March 2007 - 18:30

have you made hotkeys for the afterburner so it isnt on all the time?
just out of curiosity, at what speed does the sonnic fog appare?

and did you think about what i sayd. about using setVelocity to give the aircfraft a boost.?

no hotkey or anything like that yet but i do plan on it Posted Image giving a boost to the acceleration when the AB is activated is an idea i also had before and i'll see hw i'm gonna implement it. right now i'm just finishing up the visuals.

i have the "fog" set to appear from 800-805 km/h but that is really easy to change if anybody likes it differently.

EricM
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#19

Posted 15 March 2007 - 18:30

You're just teasing man, that's mean Posted Image

You KNOW it's already awsome.

lethal
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#20

Posted 16 March 2007 - 12:56

no not teasing at all. i really think there are quite a few issues with it Posted Image

but see for yourself...

preview version. no hotkey (i haven't figured out how to do that yet) but instead the effect gets activated by acceleration...

to use the script put
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this execVM "SU34Effects\SU34Effects.sqf"[/QUOTE] inside the init field of one of your su34s. you can execute it from anywhere though - you just have to replace "this" with the name of the unit Posted Image