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Old 01-27-08, 08:06 PM   #46
Madox58
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Direction of spin is determined 2 ways.
Which side of center is it on
and is it forwards or behind center
Center being determined by the X position for left to right,
Z position for front to back.

Also note that if a prop goes above surface of water?
It counter rotates.
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Old 01-27-08, 11:47 PM   #47
Capt Jack Harkness
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Alright, so long story short, is there a way to get the props spinning the right directions?
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Old 01-28-08, 07:56 PM   #48
donut
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I will second that !

Left Propeller to run counterclockwise and the right one clockwise,will fix the glitch.
link for new down-load desired______________ Now that we are back in port for Refit.
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Old 01-28-08, 11:44 PM   #49
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one of the annoying things that got under my skin

good job on the fix
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Old 01-29-08, 10:02 AM   #50
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I don't know if it was mentioned, but at full/flank speed, the shafts spin the correct direction in reference to the pitch of the props, however, at lower speed settings, they reverse. So at 1/3, they're spinning like if you were in 1/3 reverse, not forward. So I don't think reverseing the props X or Z or XZ would really help, as it seems to be a core coding issue. You'd have to be able to determine the rotation at all telegraph settings.


My .02
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Old 01-29-08, 11:13 AM   #51
skwasjer
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Car wheels spin backwards as well at high speed. I don't know if the RPM at flank speed could do the same to the way the human eye/brain interprets motion. But I also haven't looked at the issue ingame. Is only the shaft rotating incorrectly, or both the shaft and prop?
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Old 01-29-08, 02:19 PM   #52
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I thought of this as well. I'll have to double check when I get home, but when I noticed it, I was only looking at the prop, not the shaft.
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Old 01-29-08, 03:36 PM   #53
andycaccia
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I'd like to see what happens if I swap the Rotation XZ and/or YZ in the node...
maybe we'll correct the wrong rotation of propellers instead of "PATCHING" the problem by inverting the propeller blades. Since the props were correct and the rotation was wrong.

Quote:
Left Propeller to run counterclockwise and the right one clockwise,will fix the glitch.
If wrong Rotation values are responsible of this BUG I guess it will be easily fixed...I hope...:hmm:
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Old 01-29-08, 05:00 PM   #54
Capt Jack Harkness
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Quote:
Originally Posted by jbt308
I don't know if it was mentioned, but at full/flank speed, the shafts spin the correct direction in reference to the pitch of the props, however, at lower speed settings, they reverse. So at 1/3, they're spinning like if you were in 1/3 reverse, not forward. So I don't think reverseing the props X or Z or XZ would really help, as it seems to be a core coding issue. You'd have to be able to determine the rotation at all telegraph settings.


My .02
It's because the props are making more than one revolution per frame at high speed, so they appear to be going backwards. Same thing happens if you shine a strobe light at a fan and adjust the frequency of flashes.

And yes, both the shafts and props spin the wrong direction.
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Old 01-29-08, 06:21 PM   #55
skwasjer
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By reading privateers post, the following may work. (again, theory!!!)

I think all you have to do is move the models in a 3D studio (ie. 3DSMax), and then make the X-swap in S3D (only remove or add sign!!). For instance, say left prop in S3D sits at X = -0.15, move the model in 3D studio by doubling this figure (-0.3), then in S3D move it to positive X-axis, at 0.15 (remove the sign). The result is -0.3 (model moved) + 0.3 (difference of X-change in S3D) = 0.0 so the model hasn't technically moved. The world offset is still ok, but the local offset is now positive to the game, "hopefully" resulting in an opposite rotation.

The same for right prop, but reversed.

The best person to test this is kapitan_zur_see, since he imported the models in the first place and has the sources and 3D studio to do it in.

[edit] changed description, I made a mistake (I made a dozen or so edits, lol)

Last edited by skwasjer; 01-29-08 at 07:16 PM.
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Old 01-29-08, 07:06 PM   #56
kapitan_zur_see
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mmm...
Interesting theory, skwas :hmm:
I'll try that. Not that i'm not occupied with that Narwhal modelling...
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Old 01-29-08, 07:07 PM   #57
skwasjer
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Must... have... correct... props... Now get to it you lazy bast :rotfl:

[edit] I'm not sure why I said the pitch would be screwed after doing that though. As the model would still sit at the correct spot. Even the zones don't have to be changed!
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Old 01-29-08, 10:33 PM   #58
Lightning61
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This could have been intentional on the dev side to imitate the RPM induced illusion.
Any spinning object will have a speed at which it begins to appear it's rotation is reversed.
Just an observation from an old automotive guy.

Excellent looking props!
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Old 01-30-08, 07:55 PM   #59
Capt Jack Harkness
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Kapitan, do you think you could get us retextured 3-bladers and high resolution cavitation bubbles (who else is sick of those milky clouds emanating from the props?)? If you can get around to it sometime, that is.
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Old 02-01-08, 04:01 PM   #60
kapitan_zur_see
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oh my...!
got plenty of work to do now! lol
I'll see what i can do, but 'im focusing on modelling the Narwhal as for now (i believe it could be highly prioritized regarding the anticipation :hmm

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