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 [REQ] San Andreas Airplanes

 
K^2  
Posted: Saturday, Jun 2 2012, 20:44
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I'm working on some code to bring decent flight simulation to GTA IV engine. I'm using GTA IV:SA mod as the test platform. Unfortunately, they only have a fraction of the fleet ported, and even some of these aircraft have minor issues that could use fixing.

This is an open call to anyone who thinks they can help get SA airplanes ported to IV. If you already have ported some, and don't mind me and IV:SA team using them, please post links or send me a PM.

Each model can be a straight rip from SA. If you feel like smoothing them out and making them look better, that'd be fantastic. I would very much like to have control surfaces operational. That is, ailerons, rudder, and elevator. I can mark on images where each of these needs to be. They have to be exported to IV as doors for me to be able to use them. But for airplanes that are missing, anything would be better than nothing.

High priority.

Dodo
Nevada
AT-400

Also missing.

Andromada
Cropduster
Beagle

The airplanes that have already been ported are either missing control surfaces, or don't have them in the right places. If somebody could fix these, it would also be great. The airplanes that have been converted are these.

Hydra
Shamal
Skimmer
Rustler
Stuntplane.


It's entirely ok if the animations for entering/exiting these vehicles don't look too good. You also don't need to worry about handling, colors, or anything else. I'll take care of all the system files. Again, even just a fixed husk would be ok for the planes that are missing, but if you can add the moving parts, it'd be great.

For moving parts, there are 6 "doors" that can be used. The first one will probably have to be reserved for the actual door, four go to control surfaces, and the last one can be tied to "transition". The obvious use for that last one would be nozzles on the Hydra, but can also include flaps on most aircraft, or rear door on Andromada.


I also don't mind having other airplanes. If you have a replica of a real world airplane built to work with GTA IV, I can set up my code to work with these. It can be anything from tricycle ultralight to a V-22 Osprey. So if you have something like that that you want me to use, send me a PM, or link to your vehicle mod.
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XTREME0235  
Posted: Saturday, Jun 2 2012, 21:03
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As you mentioned in the PM you sent to me I did in fact supply the Stunt Plane and the Rustler for the IV:SA modification.
I could give it another crack this time using the appropriate dummies for the doors boot and bonnet. It will take some time though.
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Threepwood  
Posted: Sunday, Jun 3 2012, 05:53
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QUOTE (K^2 @ Saturday, Jun 2 2012, 20:44)
The airplanes that have already been ported are either missing control surfaces, or don't have them in the right places. If somebody could fix these, it would also be great. The airplanes that have been converted are these.

Shamal
Skimmer
Stuntplane.

I wonder whats wrong with them, since they are done already and already are EPM'ed to work like in reality..
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K^2  
Posted: Sunday, Jun 3 2012, 11:48
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QUOTE (Threepwood @ Sunday, Jun 3 2012, 01:53)
I wonder whats wrong with them, since they are done already and already are EPM'ed to work like in reality..

The ailerons are nowhere near the correct location, size, or shape. (Shamal and Skimmer, at least. Haven't really looked at Stuntplane.) Rudders and elevators are only slightly off, but I'm guessing if somebody would be working on ailerons already, might as well touch these up as well.

Oh, and big thanks for EPM. I'm using custom code for surfaces, since I have actual angles in simulation, but without the EPM, I probably wouldn't even have thought of using doors for surfaces, let alone have actual models to test stuff with.
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Threepwood  
Posted: Sunday, Jun 3 2012, 12:01
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I am really looking forward to your script. In special I am wondering how you want to solve the problem of doors not possible to be tilted.
Because that was the only reason why the shape and positions are off, but besides that they are exactly where they were supposed to be.
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K^2  
Posted: Sunday, Jun 3 2012, 12:27
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Your ailerons run nearly the entire length of the wing. Now, i have no idea what other limitations are in place, but I'm certain that it's not one of them. If the shapes or positions were only slightly off to accommodate some other factors, that's fine. Elevators and rudders are off, but they are acceptably close, for example. If they can be done closer to what they are supposed to be like, great. If not, that's fine.

If you like, I can mark where ailerons on Shamal should be located on a LJ 55 schematic.
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Threepwood  
Posted: Monday, Jun 4 2012, 17:27
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What the heck are you talking about? LJ 55? I just kept them stock as they were in gta sa.
Just like iv:sa was expecting it. Reconfiguration to real life counterparts is a complete different story, and has nothing to do with how they are convrted now. But if the iv:sa team is ok with that, I don't care ^^
But for the script, I'm curious, still.
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K^2  
Posted: Tuesday, Jun 5 2012, 02:06
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I just took a look at how these were done in SA, and it's absolutely ridiculous. There is no reason to replicate that stupidity in IV.

And I have no idea what it is that you are curious about in regards to script. How the surfaces are moved? I use ControlCarDoor, which I'm sure is the same function you are calling, so there should be no difference in what is and is not possible.
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