WARNING - CREATING A NEW F16 MODEL
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WARNING WARNING WARNING
Changing the F16 - LOD without particular knowledge will completely destroy AFM accuracy and could provoke even high FM instability when stores installed
If you want to adapt a new LOD you need imperatively:
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Center your LOD to the empty gravity center that you will find in the AFM dat file.The values in the dat files are relative to the noze of the aircraft (pitot not included)
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make sure that the distance between the GC (so you lod center) and your SLOTS for stores are EXACTLY the ones of the BMS - F16 LOD.
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make sure to include the new DOFS attached to the SLOTS in order to make flutter work properly.
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for GEAR : i need to provide you a more compelte article, just mimic the existing BMS - LOD at the moment
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DONT CHANGE PYLONS properties , this could result in AFM loss in accuracty as well
Admin: please make that post sticky
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Awww,
Now I have to start all over…
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Wow, does this imply that the new BMS flight model is actually making use of 3D model geometry to calculate physics (kinda like X-Plane does) - did it always do this?
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Wow, does this imply that the new BMS flight model is actually making use of 3D model geometry to calculate physics (kinda like X-Plane does) - did it always do this?
no, the BMS flight model is using the 3D model for determining the position of the weapons and therefore evaluate the gravity center of the airplane.
in consequence, the BMS 3D model and all pylons and bombs / missiles / tanks in the database have been adjusted very carefully to match the real
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Ok well, then in a very limited sense the model geometry IS being used in the flight model calculations.
Hopefully people start collecting this knowledge together (like in that new BMS wiki that’s started up).
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One humble request:
If you introduce a new F-16 model (from scratch) can you please make sure that the texture mapping is identical to the existing one so we can reuse skins.
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One of the reasons for creating a new model would be to remap the textures so as to use fewer tiles.
Long ago, when the current model was conceived, we were still limited to texture sizes of 256x256. To increase the detail available to artists, the model was mapped across 12 tiles. Presently, mapping across so many tiles causes inefficiencies in rendering. In addition, the model was created using BSP (binary space partitioning) as F4 did not support z-buffering at the time. BSP tree structure can (and did) wreak havoc with the model tree and also introduces inefficiencies in rendering.
What likely will result is that you may be able to use large areas (wings, tails) of the current textures, but they will have to be “stitched” together onto one tile.
I hope that made sense.
One humble request:
If you introduce a new F-16 model (from scratch) can you please make sure that the texture mapping is identical to the existing one so we can reuse skins.