Feature #4216
Working cyclic X/Z and collective animation sources on helicopters
| Status: | Assigned | Start: | 2009-09-01 | |
|---|---|---|---|---|
| Priority: | Normal | Due date: | ||
| Assigned to: | - | % Done: | 0% |
|
| Category: | Animations | |||
| Target version: | - | |||
| Operating system: | Mainboard chipset: | |||
| Graphics card: | System RAM size: | |||
| Graphics card driver version: | GPU VRAM size: | |||
| Affected ArmA II version: | Audio card: | Please specify! | ||
| Maxmem parameter: | Size of OS swap file: | Please specify! | ||
| Difficulty: | I am using some Mods: | No | ||
| Reproduced by another DH user: | No | I am using: | ||
| CPU: | Please specify! | Reproducible for you: | No | |
| Votes: | 16 |
Description
I know that there is unused cyclic animation source. I wonder if it could be working similarly to aircraft ailerons and elevators (already implemented). Having it instead of artificial horizon workaround would simply make helicopters prettier.
Collective animation source differs much from RPM that is currently beign used by BIS to fake the effect; better one faking it now would be gmeter which is already beign used by ACEX helicopters to turn and bend blades, however it suffers the "absolutism" of this source - gmeter seems to always have positive value.
Related issues
| related to ArmA2 Community Issue Tracker - Bug #7275: Rotor animations are inconsistent thorough various helicopters | Assigned | 2009-12-22 | 2010-04-22 |
History
Updated by zGuba 11 months ago
- Subject changed from Cyclic controls on main rotors are animated incorrectly to Correct cyclic animation on helicopters
Updated by zGuba 11 months ago
- Subject changed from Correct cyclic animation on helicopters to Correct cyclic animation on helicopters, possibly contolled by input
Updated by zGuba 11 months ago
- Subject changed from Correct cyclic animation on helicopters, possibly contolled by input to Realistic cyclic animation on helicopters, possibly controlled by input
Updated by Vigilante 11 months ago
- Status changed from Assigned to Feedback
- Assigned to deleted (
Dwarden)
Isnt it simpler to do a more 'creative' way of selecting vertices? this presented solution looks more elaborate than needed for the task at hand.. its eyecandy whats being fixed with it!? or does this way of setting up config help .. where? im curious..
Updated by zGuba 11 months ago
It's just eyecandy. But there are tons of other eyecandies, f.e. bending rotor blades. Won't hurt.
Updated by modEmMaik 11 months ago
I have included a simmilar "rotordive" in the RAH-66, but I am curious about weather BI finally included the source="rotorHDive" animation (definition is included in the A1-samples, but has no effect ingame of A1). I guess another axis to implement the side-tilt (may be using the horizonBank) could also have an eyecandy effect.
Updated by zGuba 11 months ago
- Due date changed from 2009-10-01 to 2009-11-14
- Status changed from Feedback to Assigned
modEmMaik wrote:
I have included a simmilar "rotordive" in the RAH-66, but I am curious about weather BI finally included the source="rotorHDive" animation (definition is included in the A1-samples, but has no effect ingame of A1). I guess another axis to implement the side-tilt (may be using the horizonBank) could also have an eyecandy effect.
Yes, I wish that could be implemented finally. The fact I'm using horizonDive/Bank here is simply because it works, so it's placeholder rather than final solution.
Updated by zGuba 11 months ago
- Subject changed from Realistic cyclic animation on helicopters, possibly controlled by input to Realistic cyclic animation on helicopters, possibly controlled by thrust vector
Updated by zGuba 9 months ago
- Reproduced by another DH user set to No
Cole has created video featuring my cyclic animations:
Updated by zGuba 9 months ago
- Subject changed from Realistic cyclic animation on helicopters, possibly controlled by thrust vector to Working cyclic mechanism animation on helicopters, possibly controlled by thrust vector
- Due date changed from 2009-11-14 to 2010-01-14
Updated by CarlGustaffa 9 months ago
I have played since OFP days, and I have never ever laid my eyes on a rotor head ingame. Having numerous heli trips in real life (offshore business), and a more than usual interrest into general aviation (friend owns a plane), you might think I'd notice. But I didn't. Please enlighten me as to why on earth such a feature would mean anything.
Are people voting yes to just about any suggestion they see? If votes are used, it would mean that important stuff are left behind in order to implement such a rather completely useless (no tactical value whatsoever) feature, that would only be seen by a selected few peoples.
Edit: Whatever is implemented in addons is fine naturally. The more detail the better, usually. But keep advanced animation (enough and it WILL eventually have an impact) to the point where they are seen by "anyone" or they have a tactical value. This is a military simulation game, not a flight simulator. We're already suffering from bad performances.
Updated by zGuba 9 months ago
Feature that is working (even partially) should be done properly.
Making such animations right would have little if any impact on performance, I'm asking for general continuity there. BTW please look at actual rotors animation that makes them bent down according to RPM if You think there's big impact on performance.
Updated by zGuba 7 months ago
- Subject changed from Working cyclic mechanism animation on helicopters, possibly controlled by thrust vector to Eye candy: cyclic animation on helicopters
- Assigned to deleted (
zGuba) - Maxmem parameter deleted (
Not set) - Difficulty deleted (
Not set)