Aft section : the sub-assies associated with the stab and the RUDDER sub-assy
new concepts : the multiple selection buffer - the "mirror" operation |
The creation of these sub-assies do not introduce any really new concept, except the multiple selection buffer. We shall proceed as quickly as possible with the creation of these sub-assies.
the moving part of the rudder : the RUDDER sub-assy
The creation of the RUDDER sub-assy follows a straightforward process :
We shall use these texture limits to complete the
TEXTURE / LIMITS that was left undefined in the TAIL sub-assy.Create the RUDDER sub-assy :
Create a polygon figuring one face of the rudder :
y = -15.700 | z = -0.500 |
y = -15.700 | z = 4.500 |
y = -16.700 | z = 4.200 |
y = -16.950 | z = 0.500 |
Duplicate and flip the polygon :
0.000 | 0.000 | 0.000 |
in the input data fields of the coordinates of the translation vector.
Assign a texture :
UGLY100 | MASTER | |
TAIL | SUBASSY,T | click to open sub-assy |
RUDDER | SUBASSY,T | click to open sub-assy |
ENDBLOCK |
Texture limits :
0.000 | -15.700 | 4.500 |
0.000 | -12.779 | 1.059 |
0.000 | -15.700 | -0.500 |
0.000 | -16.950 | 0.500 |
These points are existing vertices of the fixed part or the moving part of the rudder. Once again, use the CTRL key rather than the SHIFT key when clicking on any of these points.
Aircraft Designer 2000 will propose you several choices. The point you will select in the temporary panel does not matter.ymin, ymax : | -16.950 | -12.779 |
zmin, zmax : | -0.500 | 4.500 |
Validate by clicking on the OK button. You want to do the same operation with the "undefined limits" data field that was left in the RUDDER sub-assy? Be patient. You will see why you should be later on.
the horizontal stab : the RSTAB and LSTAB sub-assies
We shall not go into the details of the design of these sub-assies : the process is similar to what was done before when creating the fixed part of the rudder. Create a new sub-assy that you will call RSTAB. Select the top view (top radio-button in the lower right corner of the screen). Activate the chain creation mode. A 50 pixels/ft scale factor is convenient to work more easily.
Create a first point aligned on the existing point located at (CTRL + left click) :
x = 0.400 | y = -15.000 |
The z coordinate of this point is different from 0.000 (it actually depends on the point you have selected in the temporary selection panel). That's not fine. Enter 0.000 in the input data field associated with the z coordinate instead of the current value and click on the modify button. The coordinates of the point are now the following :
0.400 | -15.000 | 0.000 |
Create another point at :
x = -3.600 | y = -15.000 |
Create a third point at :
x = -3.600 | y = -14.100 |
The fourth point will be created as an intersection between the polygon defining the right side of the fuselage and a vector. Click on the inter. button. Select a point belonging to the fuselage and press the C key to cycle through the polygons of the TAIL sub-assy. You ought to select the right face of the fuselage : as we are in the top view, it will eventually appear as a marroon-green line. Click on the small OK button when appropriate polygon is selected. Select then the point located at :
x = -3.600 | y = -14.100 |
It will be highlighted by a red square. Click again on the small OK button. Enter :
-2.000 | 0.700 | 0.000 |
in the input data fields of the coordinates of the vector which defines the intersection. Validate (twice OK). The polygon has now four vertices :
0.400 | -15.000 | 0.000 |
3.600 | -15.000 | 0.000 |
3.600 | -14.100 | 0.000 |
0.649 | -13.067 | 0.000 |
Look at the sub-assy bar : check that the RSTAB sub-assy is still selected. If not, click on its icon in the sub-assy bar. End up by clicking on the poly button.
You know the following : we need to duplicate the polygon and flip it. Let's do that. Then launch the
Model Editor to assign a texture to the right stab. Display the RSTAB sub-assy code page, double click on the data field of the LIMITS instruction and select the "stab" file in the texture selection window. Give it the full and top attributes. We shall deal with the texture limits later on.The next step is more interesting. Create the LSTAB sub-assy. Select the RSTAB sub-assy and activate the Sub-assy|Select all chains menu option. This operation activates the multiple selection mode and stores all the polygons of the currently selected sub-assy in the multiple selection buffer. The ninth button of the tool bar will stay pressed as long as the multiple selection mode is activated. The polygons registered in the multiple selection buffer are drawn with a yellow line or a green line (it depends whether they are selected or not).
Select now the LSTAB sub-assy. Activate the Selection|mirror|right/left menu option.
Aircraft Designer 2000 makes a copy of the polygons registered in the multiple selection buffer, apply a "mirror" effect to all them and then stores the resulting polygons in the LSTAB sub-assy. Unselect the multiple selection mode by clicking on the ninth button of the tool bar to release it. Assign the "stab" file (with the full and top attributes) as a texture to the polygons newly created in the LSTAB sub-assy.the pitch surfaces : the RMSTAB and LMSTAB sub-assies
The creation of the RMSTAB and LMSTAB sub-assies is straightforward. Create the RMSTAB sub-assy. Then create a 4-vertex polygon in this sub-assy :
0.400 | -15.000 | 0.000 |
0.800 | -15.700 | 0.000 |
3.400 | -15.700 | 0.000 |
3.600 | -15.000 | 0.000 |
Duplicate it and flip it. Do not use the capture mode with the points which are common to the right sub-assy : use the align mode (CTRL + click).
From the main screen of
Aircraft Designer 2000, reset the multiple selection buffer (click on the eighth button on the tool bar or use the Selection|Reset selection menu option). The content of the RSTAB sub-assy is still registered in it and it needs to be cleared. Select all the polygons of the RMSTAB sub-assy (Sub-assy|Select all chains menu option).Create the LMSTAB sub-assy. As we did with the fixed part of the right stab, activate the Selection|mirror|right/left menu option to get a mirror copy of the polygons belonging to the RMSTAB sub-assy into the LMSTAB sub-assy. Then assign the "stab" file to the polygons created in the RMSTAB and LMSTAB sub-assies (attributes : full and top).
We shall now create a polygon in the Desk which will be used to define the texture limits of the complete stab. This polygon has 4 vertices which coordinates are the following :
-0.649 | -13.067 | 0.000 |
3.600 | -15.000 | 0.000 |
0.800 | -15.700 | 0.000 |
-3.600 | -14.100 | 0.000 |
You may ease the point creation by using the align mode (CTRL+click). Declare this polygon as a texture support.
Assign this texture support to the
LIMITS instructions that were left undefined in the code page associated with the RSTAB et LSTAB sub-assies :xmin, xmax : | -3.600 | 3.600 |
ymin, ymax : | -15.700 | -13.067 |
Do not use this texture support for the
LIMITS instructions left undefined in the code pages associated with the RMSTAB et LMSTAB sub-assies...Aft section : the AFTWHEEL sub-assy
new concepts : generate a standard shape - generate a cylinder - the N key - transfer polygons from one sub-assy to another sub-assy - move instructions inside the Model Editor - the GCOLOR instruction and the GPOLY type polygons - the Q key |
The AFTWHEEL sub-assy will contain the tail wheel and its fixed gear. We have to create it first.
To create the wheel, we shall use two new features of the
Aircraft Designer 2000 program. First, we shall use a standard shape to create the left flank of the wheel. Then we shall automatically generate a cylinder based on this shape to complete the wheel.Go back to the main screen of
Aircraft Designer 2000. Activate the side view. Activate the Shape|circle (8) menu option. An input window is displayed on the right of the screen. A violet circle is drawn on the Graphic Editor screen and a red cross is drawn at the center of it. If you click somewhere in the Graphic Editor screen, the circle and the cross will move to fit the newly defined center.Enter 0.700 in the data field associated with the radius of the circle. Click then on the screen on a point located at :
y = -14.750 | z = -2.350 |
The violet circle and the red cross are now centered at this point and the radius of the circle is adjusted to the desired value. Go back to the input window and enter -0.150 in the data field associated with the x coordinate of the center. The disk defined by the circle should be seen from the left side of the aircraft : this is the default option of the R/L button pair (right/left) at the bottom of the input window. Validate by clicking on the draw button. To make sure that the circle is oriented toward the left, you just have to press several times the N key, you will see the currently selected point travelling counter-clockwise along the perimeter of the circle.
Activate now the Draw|Build cylinder menu option. Bet what happens... An input window is displayed on the right of the screen. The cylinder axis can be defined by a vector or a point : select the first option (which is the default one). The vector to be used to define the cylinder is oriented along the Ox axis and is 0.3 ft long. Enter the following values in the input data field defining the coordinates of the vector :
0.300 | 0.000 | 0.000 |
We want to insert the polygons to be created in the AFTWHEEL sub-assy : select it in the list-box at the bottom of the input window (it is labeled destination sub-assy). Do not click in the truncated by a plane check-box. Validate by clicking on the build button.
The cylinder is built. It is based on two circles : one is the circle we have just created before, the other one was automatically generated by
Aircraft Designer 2000 and stored into the Desk. That is not correct : it should be transfered into the AFTWHEEL and then flipped.Click on the Desk icon in the sub-assy bar. Click then on one of the circle point in the Graphic Editor screen. The circle in the Desk sub-assy is selected. You can see it is oriented in the same direction as the former one by pressing several times on the N key. Therefore, we need to flip it (Draw|Flip menu option). Let us take the opportunity to declare it as a texture support : we shall need it to assign a texture to the wheel (Utilities|Define chain as support menu option). We need now to transfer it in the AFTWHEEL sub-assy : activate the Sub-assy|Move to sub-assy menu option and select AFTWHEEL in the list-box which is displayed in the input window on the right of the screen. Validate by clicking on the OK button.
Launch the
Model Editor and select the code page associated with the AFTWHEEL sub-assy. It is composed of ten TPOLY instructions. The TPOLY instructions associated with the two circles are listed at the beginning and at the end of the page. We shall bring the declaration of the second circle just after the first one. Select the line associated with it. Click then on the third button of the tool bar. The cursor is modified and is now representing a smaller arrow on a small white rectangle. The Model Editor is in the move to mode. Click on the third line of the list. The cursor turns back to its former shape and the instruction is moved at the desired position.We shall assign a texture to both circles and the black color to the other polygons. Select the second instruction (the first circle declaration instruction) and insert a
TEXTURE instruction. Assign it the "Rudder" file with the half1 and side attributes. The mask displays the side view of a wheel. Validate the texture selection and then use the circle which was used to generate the cylinder to define the limits of the texture (we declared it as texture support) :ymin, ymax : | -15.450 | -14.050 |
zmin, zmax : | -3.050 | -1.650 |
Select now the sixth instruction (the first 4-vertex polygon). Insert a
GCOLOR instruction (Color/Texture and Shaded color options in the instruction selection window). Double-click on the question mark in the data field of this instruction. The color selection panel is displayed. Click on the first color square (the black one). Validate by clicking on the OK button. The zero number now replaces the question mark in the data field of the GCOLOR instruction.We are not done yet. We need to transform any one of the
TPOLY instructions following the GCOLOR instruction into GPOLY instructions ("Gouraud" shaded polygons). To do that, double-click on the instruction field of each of these instructions. A window is displayed. Select the shaded option instead of the currently selected textured option. Validate by clicking on the OK button. You will have to do this operation eight times. To end up with this step, insert a RETURN instruction at the end of the list. Exit the Model Editor and go back to the Aircraft Designer 2000 main screen. What about saving the job ?We shall now create the fixed gear. The current working plane has a 0.150 abscissa. Assign it the 0.000 abscissa by entering this number in the plane input data field in the lower right corner of the screen. Check that the AFTWHEEL sub-assy is the currently selected sub-assy. Activate the chain creation mode and create a polygon with the following vertices :
0.000 | -14.600 | -1.720 |
0.000 | -14.320 | -1.020 |
0.000 | -13.840 | -1.120 |
0.000 | -14.380 | -1.800 |
To do that, you may either use the mouse and click at the appropriate location on the screen or enter the 3 coordinates of each vertex in the input data fields of the chain editor window and click on the add button to create the vertex. Validate by clicking on the poly button. Create a copy of this polygon and flip it.
The polygons defining the fixed gear are registered in the AFTWHEEL sub-assy. Therefore we need to put some instructions into this sub-assy to allow the flight simulator viewer engine to draw the wheel and the gear in the right order. We shall use a
JUMP PLANE instruction to achieve that. The seal plane will be the polygon of the wheel in contact with the gear. Click on one of the points of the gear and press on the C key as many times as needed to highlight the appropriate polygon. Declare this polygon as a seal plane (Utilities|Add chain to seal menu option).Launch the
Model Editor and select the code page associated with the AFTWHEEL sub-assy. Two polygons were added at the end of the instruction list, just after the RETURN instruction that we added a few minutes before. Insert a GCOLOR instruction just before these two polygons and give it a light gray color (index #3). Give a label to this GCOLOR instruction : double-click on its address field and enter the label "GEAR" in the input data field of the label input window. Have the two polygones associated with the gear transformed into GPOLY type polygons.Select now the second instruction (a
TEXTURE one) and give it the "WHEEL" label. Insert before it a set of instructions as below :JUMP PLANE | ? | |
PLANE | undefined vector | |
GOSUB | ? | |
GOSUB | ? | |
RETURN | ||
GOSUB | ? | |
GOSUB | ? | |
RETURN |
We already had a look at the meaning of this kind of instruction sequence. If you are not confident with it, go back to the above explanations. Double-click on the data field of the
PLANE instruction. The desired seal plane has just been declared and it is the currently selected seal, it will be the first one to be displayed when you click on one of the blue-green arrows of the seal selection window. Validate the selection. Assign the destination addresses of the JUMP PLANE and GOSUB instruction is quite a game... you just have to double-click on the question marks, then point the finger at the target instruction and click on it. When you are done, the listing must be as follows :AFTWHEEL | SUBASSY, T | click to come back |
JUMP PLANE | A01 | |
PLANE | 7.168;0.000,-0.383,-0.924 | |
GOSUB | GEAR | |
GOSUB | WHEEL | |
RETURN | ||
A01 | GOSUB | WHEEL |
GOSUB | GEAR | |
RETURN | ||
WHEEL | TEXTURE | Rudder |
LIMITS | -15.450,-14.050,-3.050,-1.650 | |
TPOLY | ... | |
.... | ||
RETURN | ||
GEAR | GCOLOR | 3 |
GPOLY | ... | |
GPOLY | ... | |
RETURN |
A "tip" to know in which order must appear the
GOSUB instructions. The vector perpendicular to the seal PLANE is oriented toward the aft and the bottom of the model (0.000,-0.383,-0.924). Therefore the first GOSUB must call for the model part sitting on a top and fore position with respect to the plane : in our example, this is the GEAR...We have done a good job : let's have a look to the result. Exit the
Model Editor and go back to the Aircraft Designer 2000 main screen. Adjust the scale factor to 10 pixels/ft and select the 3D view (View|3D menu option). To have a different view angle, press on the q key or on the Q one. The view angle is incremented or decremented by 10 degrees each time. All created polygons are drawn in this 3D view. To have a better view on the model, I suggest that you hide all texture supports and the Desk polygons. To hide the Desk, activate the View|View options menu option. In the input window that is displayed, unselect the Desk check-box and validate. To hide the texture supports, click on the Utilities|Show texture supports menu option. To have the Desk polygons displayed again, click on the all button at the very right end of the Aircraft Designer 2000 tool bar.The aft section and the main code page
new concepts : the main code page - select several instructions - copy and insert instructions - the SHIFT+INSERT shortcut - the RUDDER et STABILIZER instructions - the S key |
The part of the main code page associated with the aft section is mostly based on
JUMP PLANE instructions. The logical breakdown may be represented by the following sequence of conditional jumps :observer position with respect to the plane defined by y=-15.700 | |
fore : | display the moving rudder first (A06) then the remaining (A01) |
aft : | display the remaining first (A01) then the moving rudder (A06) |
A01 : | observer position with respect to the right side of the fuselage |
left : | display right stab+pitch first (A04) then the remaining (A02) |
right : | display the remaining first (A02) then right stab+pitch (A04) |
A02 : | observer position with respect to the left side of the fuselage |
left : | display the remaining first (A03) then left stab+pitch (A05) |
right : | display left stab+pitch first (A05) then the remaining (A03) |
A03 : | observer position with respect to the bottom of the fuselage |
top : | display the gear first (AFTWHEEL) then the fuselage (TAIL) |
bottom : | display the fuselage first (TAIL) then the gear (AFTWHEEL) |
A04 : | observer position with respect to the plane defined by y=-15.000 |
fore : | display the moving elevator first (A07) then the stab (RSTAB) |
aft : | display the stab first (RSTAB) then the moving elevator (A07) |
A05 : | observer position with respect to the plane defined by y=-15.000 |
fore : | display the moving elevator first (A08) then the stab (LSTAB) |
aft : | display the stab first (LSTAB) the moving elevator (A08) |
A06 : | moving the rudder surface (RUDDER) |
A07 : | moving the right elevator (RMSTAB) |
A08 : | moving the left elevator (LMSTAB) |
building the code list... without writing any line of code
Bad news : you will have to enter 6 instruction blocks of the following kind :
JUMP PLANE/GOSUB/GOSUB/RETURN/GOSUB/GOSUB/RETURN
Don't be afraid : the
Model Editor will perform most of the job. Launch it. Stay with the main code page. Insert the here above instruction block at the beginning of the code list (just before the sub-assy declarations). We shall now copy and paste this instruction block as many time as needed. Click on the JUMP instruction which should be the second instruction in the list. Press the SHIFT key and, in the mean time, click on the RETURN instruction at the end of the block (it should be the ninth instruction in the list). The instruction block that you have created a moment ago is blackened. Click now on the sixth button of the Model Editor tool bar (or select the Edit|Copy menu option). A copy of the instruction block is stored in the selection buffer.Click again on the second instruction of the list. The blackened zone is now restricted to the only second line. Click on the eighth button of the tool bar (or select the Edit|Insert and Paste menu option). The copy of the instruction block is pasted just before the
JUMP PLANE instruction that you have clicked on.You need now to repeat this operation four times. As the paste/insert operation resets the selection buffer, you have to reselect the instruction block each time. Actually, there an easier way to do the job... Select the second instruction in the list, then press on the SHIFT key and keep it pressed while you press on the INSERT key. The 8-instruction block is automatically inserted in the list.
We need now to assign the destination addresses of the undefined
JUMP PLANE and GOSUB instructions. It is convenient to start with the JUMP PLANE destination addresses. Each one of these instructions must be directed toward the GOSUB instruction located five lines after it. Let us give the A10, A11... to A15 labels to these GOSUB instructions. For each one of the JUMP PLANE instruction, double-click on the question mark in its data field, point the finger on the relevant GOSUB instruction and then click on it : this will allow you to enter the GOSUB instruction labels while you assign the destination address of the JUMP PLANE instructions. Then, go ahead with the destination addresses of the GOSUB instructions in agreement with the hereabove logical breakdown.This should not take you more than a couple of minutes. When you are done with the destination address assignment, select the instruction #50 (this is the TAIL sub-assy declaration). Insert a Flight controls/Rudder instruction followed by a
RETURN instruction. Assign the "A06" label to the RUDDER instruction. Then insert a Flight controls/Stabilizer instruction followed by a RETURN one. Assign the "A07" label to the STABILIZER instruction. Repeat this operation and assign the "A08" label to the other STABILIZER instruction. Once you are done, assign the destination addresses which are still undefined.You should end up with the following instruction list :
UGLY100 | MASTER | |
AFTSECT | JUMP PLANE | A10 |
PLANE | undefined vector | |
GOSUB | A06 | |
GOSUB | A01 | |
RETURN | ||
A10 | GOSUB | A01 |
GOSUB | A06 | |
RETURN | ||
A01 | JUMP PLANE | A11 |
PLANE | undefined vector | |
GOSUB | A04 | |
GOSUB | A02 | |
RETURN | ||
A11 | GOSUB | A02 |
GOSUB | A04 | |
RETURN | ||
A02 | JUMP PLANE | A12 |
PLANE | undefined vector | |
GOSUB | A05 | |
GOSUB | A03 | |
RETURN | ||
A12 | GOSUB | A03 |
GOSUB | A05 | |
RETURN | ||
A03 | JUMP PLANE | A13 |
PLANE | undefined vector | |
GOSUB | AFTWHEEL | |
GOSUB | TAIL | |
RETURN | ||
A13 | GOSUB | TAIL |
GOSUB | AFTWHEEL | |
RETURN | ||
A04 | JUMP PLANE | A14 |
PLANE | undefined vector | |
GOSUB | A07 | |
GOSUB | RSTAB | |
RETURN | ||
A14 | GOSUB | RSTAB |
GOSUB | A07 | |
RETURN | ||
A05 | JUMP PLANE | A15 |
PLANE | undefined vector | |
GOSUB | A08 | |
GOSUB | LSTAB | |
RETURN | ||
A15 | GOSUB | LSTAB |
GOSUB | A08 | |
RETURN | ||
A06 | RUDDER | RUDDER |
VECTOR | undefined translation | |
RETURN | ||
A07 | STABILIZER | RMSTAB |
VECTOR | undefined translation | |
RETURN | ||
A08 | STABILIZER | LMSTAB |
VECTOR | undefined translation | |
RETURN | ||
TAIL | SUBASSY, T | click to open subassy |
... | ||
ENDBLOCK |
The instruction list build up may look tedious. Actually it does not take a long time when you get accustomed with the process. Most of the operations are performed with the mouse or a few shortcuts. It takes a little bit longer to assign the seal planes to the
PLANE instructions and enter the parameters associated with the moving parts. We shall begin with the seal planes.the seal planes
Exit the
Model Editor and go back to the Aircraft Designer 2000 main screen. Make sure you are in the side view. Click on the point located at :y = -8.000 | z = -1.250 |
in order to select a polygon belonging to the fuselage. Then use the C key to select the right side of the fuselage and add it to the seal list (Utilities|Add chain to seals menu option). Repeat this operation with the left side of the fuselege and then with the bottom of the fuselage.
Select the Desk and activate the chain creation mode. Press the CTRL key and click on the point located at :
y = -15.700 | z = -0.500 |
The first point of the chain is aligned with this existing point. Add another point to the chain by clicking on the point located at :
y = -15.700 | z = 4.500 |
while pressing the CTRL key. Enter then the following numbers :
5.000 | -15.700 | 4.500 |
in the input data fields of the chain editor and click on the add button. Validate by clicking on the poly button. The triangle defined by the following vertices :
0.000 | -15.700 | -0.500 |
0.000 | -15.700 | 4.500 |
5.000 | -15.700 | 4.500 |
is added to the Desk. Declare it as a seal plane.
Activate the chain creation mode again. Press the CTRL key and click on the point located at :
y = -15.000 | z = -0.607 |
Repeat this operation with thepoint located at :
y = -15.000 | z = 0.607 |
Enter then the following numbers :
3.000 | -15.000 | 0.607 |
in the input data fields of the chain editor and click on the add button. Validate by clicking on the poly button. The triangle defined by the following vertices :
0.400 | -15.000 | -0.607 |
0.400 | -15.000 | 0.607 |
3.000 | -15.000 | 0.607 |
is added to the Desk. Declare it as a seal plane.
Launch the
Model Editor. We shall now assign the seal planes to the undefined PLANE instructions. As it appears in the logical breakdown listed here above, the first conditional jump refers to the vertical plane at coordinate y = -15.700. Double-click on the data field of the first undefined PLANE instruction. Click as many times as needed on one of the blue-green arrows of the seal selection window in order to display the following data :distance : | -15.700 |
coordinates : | 0.000, 1.000, 0.000 |
Validate by clicking on the OK button.
The second conditional jump refers to the right side of the fuselage. With a little bit more of experience, you will recognize it when the following data are displayed in the seal selection window :
distance : | -2.310 |
coordinates : | -0.992, 0.128, 0.000 |
Validate by clicking on the OK button.
A "tip" to help you select the right seal plane... Before you double-click on the data field of the
PLANE instruction, exit the Model Editor and go back to the Aircraft Designer 2000 main screen. Activate the View|view options menu option. Unselect all sub-assies but the Desk. Validate. Activate the Utilities|Show seals menu option. Press as many times on the S key to make the desired polygon the currently selected seal plane. The S key makes you cycle through the seal plane list. The currently selected seal plane is drawn with a green and red line (to avoid any confusion with the currently selected polygon, click on a vertex of a polygon of the Desk which is not a seal). When the appropriate seal is selected, launch again the Model Editor. Then double-click on the "undefined vector" data field of the PLANE instruction. When you click on one of the bue-green arrows of the seal selection window, the currently selected seal plane is the first to be displayed.The third conditional jump refers to the left side of the fuselage. It is easy to identify it once you have identified the right one :
distance : | -2.310 |
coordinates : | 0.992, 0.128, 0.000 |
Validate by clicking on the OK button.
The fourth conditional jump refers to the bottom of the fuselage :
distance : | -3.624 |
coordinates : | 0.000, 0.183, 0.983 |
Validate by clicking on the OK button.
The fifth and the sixth conditional jumps refer to the vertical plane at coordinate y = -15.000 :
distance : | -15.000 |
coordinates : | 0.000, 1.000, 0.000 |
Validate by clicking on the OK button.
Parameters associated with the "flight controls" type instructions
new concepts : move a multiple selection - create a vector - the VECTOR instruction - statistics |
The
RUDDER and STABILIZER instructions give the polygons of a sub-assy an orientation depending upon a parameter which is moving in flight, such as the position of a flight control surface or of the propeller. The use of this kind of instruction is subject to some constraints. The rotation which applies to the polygons must be centered on one of the three axis of the model : Ox, Oy, Oz. Therefore, we cannot use them with the RUDDER, RMSTAB et LMSTAB sub-assies such as we defined them before. As we shall see, Aircraft Designer 2000 provides us with tools to deal with this constraint.Exit the
Model Editor and go back to the Aircraft Designer 2000 main screen. Select the RUDDER sub-assy. The rudder hinge is parallel to the Oz axis with a y = -15.700 coordinate. We shall move all the polygons of the RUDDER sub-assy along a translation vector with the following coordinates :0.000 | 15.700 | 0.000 |
Reset the multiple selection buffer (eighth button of the tool bar or Selection|Reset selection menu option). Activate the Sub-assy|Select all chains menu option to put all the polygons of the currently selected sub-assy in the multiple selection buffer. Then activate the Selection|Copy/Translate menu option. In the input window which is displayed on the right of the screen enter :
0.000 | 15.700 | 0.000 |
in the input data fields of the coordinates of the translation vector. Validate by clicking on the move button. You can now understand why I told you not to use the capture mode to define the vertices of the RUDDER sub-assy : should you have operated in this way, the fixed part of the rudder would be now badly affected by this translation motion !
Because we moved the polygons of the RUDDER sub-assy, they are now out the limits of the texture support polygon associated with the rudder. To deal with that, we simply need to make a copy of this polygon, move the copy along the same translation vector and declare it as a texture support. Finally, we shall use this texture support polygon to define the texture limits of the RUDDER sub-assy polygons.
Exit the multiple selection mode (click on the ninth button of the tool bar in order to release it). Select the Desk. Then select the texture support that we defined for the rudder by clicking on the point located at :
0.000 | -16.950 | 0.500 |
Select the Draw|Copy/Translation menu option. In the input window which is displayed, enter :
0.000 | 15.700 | 0.000 |
in the input data fields of the coordinates of the translation vector. Validate by clicking on the dupl. + move button. Select the polygon that was just created by clicking on one of its vertices. Declare it as a texture support (option menu Utilities|Define chain as support).
The
RUDDER instruction allows you to operate a translation just after the rotation. This feature will be useful to move back the rudder into its initial position. Translation motions, in Aircraft Designer 2000, make use of vectors which you must create and declare. Activate the Utilities|Make a vector menu option. We shall declare the vector directly from the input window which is displayed on the right of the screen. Enter :0.000 | -15.700 | 0.000 |
in the input data fields of the three coordinates of the vector. Validate by clicking on the OK button.
Launch the
Model Editor. In the main code page, look for the first VECTOR instruction immediately following the RUDDER instruction (line #51). Double-click on the data field. A vector selection window is displayed. Click on one of the blue-green arrows to select the vector with the following coordinates :x,y,z: | 0.000,-15.700,0.000 |
This window also allows you to enter additional fixed rotation angles. We shall not use this option at the moment. Keep the default angle values and validate (OK button).
Do not forget to assign the limits of the texture associated with the moving part of the rudder. Display the RUDDER sub-assy code page and double-click on the data field of the
LIMITS instruction. Select the appropriate texture support polygon by clicking on one of the blue-green arrows :ymin, ymax : | -1.250 | 2.921 |
zmin, zmax : | -0.500 | 4.500 |
That's it for the rudder. Now we shall take care of the elevators. We shall proceed in a similar way :
- Moving RMSTAB and LMSTAB thanks to the multiple selection buffer (do not forget to reset it before using it). The translation vector we shall use has the following coordinates :
0.000 | 15.000 | 0.000 |
- Duplicating and moving the texture support polygon associated with the horizontal stab (same translation vector as above). Declaring the created polygon as a texture support.
- Creating a vector with the following coordinates :
0.000 | -15.000 | 0.000 |
- In the
Model Editor, assigning this vector to the VECTOR instructions at line #54 and line #57 in the main code page.- Assigning the texture support created just before to the undefined
LIMITS instructions of the code pages associated with RMSTAB and LMSTAB :xmin, xmax : | -3.600 | 3.000 |
ymin, ymax : | -0.700 | 1.933 |
The aft section of the "Ugly100" is completed. Exit the
Model Editor. Go back to the main screen of Aircraft Designer 2000 and activate the Help|Statistics menu option. A window is displayed which indicates the number of points, the number of chains (polygons), the number of sub-assies and the number of templates that were used to design the model.Compiling the model
new concept : compile the model |
This is just the aft section of the model but we deserve an award, don't we ?
Launch the
Model Editor. Click on the tenth and last button of the tool bar (or activate the Code|Compile menu option). A window is displayed asking you to input the parameters of the compilation. If you selected to build a plane compatible with Flight Simulator 98™, check the FS98 radio-button. Otherwise check the CFS or FS2000 radio button. The Create a binary file option is checked by default, keep it checked. Check also the Create text file for checking check-box. Then click on the OK button to run the compilation process. Another window is displayed asking for the engine type (accept the default option : Recip), and the number of engines (1). Validate by clicking on the write button. This window tells Aircraft Designer 2000 if it has to overwrite the "Panel.cfg" file or keep it as it is.If you followed the previous instructions, you should be granted by a congratulation panel. If not, an error list will be displayed in a window. The compilation errors may be also looked at in the "Ugly.cod" file which was created during the compilation process (Create text file for checking option). Even if the compilation was successful, I suggest that you have a look at this file which is in the "Ugly100" directory.
You can exit
Aircraft Designer 2000. Don't forget to save your job before leaving !Copy the "UGLY100.AIR" file which you will find in the "Tutorial" directory into the "Ugly100" directory of Flight Simulator 98™ (or Combat Flight Simulator™, or Flight Simulator 2000™). Launch the flight simulator. Load the Ugly100. You will be able to see the aft section of the "Ugly100" on the runway of your preferate airport... Try to move the surfaces. If you are in the autostabilization mode, the only elevators will move. If the autostabilization mode is inhibited, the rudder will move to.