RoRBook/Propeller engines

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  3. Land-based Vehicles and Basics
    1. Basic Requirements
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  5. Aircraft and Winged Vehicles
    1. Simple Aircraft
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    4. Engines
      1. Props
      2. Jets
  6. Nautical Vehicles and Boats
    1. Simple Boats
    2. Engines
  7. Packaging

Contents

How to make and implement a "turboprops" or "pistonprops" engine into your creation.

Node and beam construction

First you need to make the node and beam part of the engine (its the same for either type of engine, turboprop or pistonprop).

You start off by making a diamond shape with one node in the middle, like so:

Planeprops nb 1.png

Make sure that all the nodes are evenly placed so that when they're spinning at high RPM's they won't get out of balance.(You can get them spot on in the editorizer if you use the "snap nodes to grid" option). Now you need to add another node in the center of that diamond but this one needs to be a bit behind the first middle node. Like so:

Planeprops nb 2.png

now just connect all the nodes together with beams but make sure you only connect the diamonds four outer edge nodes (in this case nodes 1,2,3 and 4) to each other to make an out line and then to the 2 middle nodes. Its important that this is done so that they can rotate smoothly. The nodes that you would use to attach the engine node/beam assembly to the rest of the planes chassis would be the two middle nodes (in this case nodes 0 and 5).

Now that you have the node and beam part of the engine done you can move on to the truck file code part of the engine.

Props section requirements

First we will take care of the "props" section.

Note: it is important that you have the "props" section BEFORE the turboprops or pistonprops section.

The first thing that you want to add to the props section is the "spinprop.mesh" this is what makes the turboprops/pistonprops work. When placing this mesh its important how the nodes that you place it on are oriented, for this test model that I'm making it would have ref node: 0, X node: 1, Y node: 5 this way when the engine is spinning the propeller mesh (ie pale.mesh) will be oriented right. for example if I switch X and Y around so X was 5 and Y was 1 the propellers would appear to spin at a 90 degree angle compared to the way the node/beam engine was really spinning. Also you need one "spinprop.mesh" for each engine you have.

Example props section for "spinprop.mesh":
props
;ref,x,y,offsetx,offsety,offsetz,rotx,roty,rotz,mesh
0,1,5, 0.0, 0.0, 0.0, 0, 0, 0, spinprop.mesh


Planeprops nb 3.png

The next thing we need to add to the props section is the propellers mesh. Its the same as for the "spinprop.mesh" you just need one for every visible propeller you want. By looking at the picture and the example props section below it should be fairly easy to figure out.

Example props section with propellers mesh's:

props
;ref,x,y,offsetx,offsety,offsetz,rotx,roty,rotz,mesh
;First propellers mesh
0,5,1, 0.0, 0.0, 0.0, 180, 0, 90, pale.mesh
;Second propellers mesh
0,5,2, 0.0, 0.0, 0.0, 180, 0, 90, pale.mesh
;Third propellers mesh
0,5,3, 0.0, 0.0, 0.0, 180, 0, 90, pale.mesh
;Fourth propellers mesh
0,5,4, 0.0, 0.0, 0.0, 180, 0, 90, pale.mesh

Planeprops nb 4.png

Turboprops section

Now that you have everything done in the props section we can move on to the turboprops section.

The turboprops section has 8 parameters they are:

  • 1. Reference node number (center of the prop)
  • 2. Prop axis node number (back of the prop)
  • 3. Blade 1 tip node number
  • 4. Blade 2 tip node number
  • 5. Blade 3 tip node number
  • 6. Blade 4 tip node number
  • 7. Power of the turbine (in kW)
  • 8. Airfoil of the blades


Explanation of the parameters for the example engine built for this tutorial:

  • The first parameter is the reference node which in this case would be node number 0.
  • The second parameter is the back node of the prop which in this case is node number 5.
  • The third parameter is the first blades tip node number, in this case node 1.
  • The fourth parameter is the second blades tip node number, in this case node 2.
  • The fifth parameter is the third blades tip node number, in this case node 3.
  • The sixth parameter is the fourth blades tip node number, in this case node 4.
  • The seventh parameter is the amount of power of the engine, in this case 3000.0.
  • The eighth parameter is the airfoil that the props will use, in this case "Clark-Y.alf".

Example turboprops section:

turboprops
;ref, back, p1, p2, p3, p4, power, propfoil
0,5,1,2,3,4, 3000.0, Clark-Y.afl

Pistonprops section

The pistonprops section is pretty much the same as the turboprops section only with 2 more parameters and different sounds in-game.

  • The first parameter is the reference node which in this case would be node number 0.
  • The second parameter is the back node of the prop which in this case is node number 5.
  • The third parameter is the first blades tip node number, in this case node 1.
  • The fourth parameter is the second blades tip node number, in this case node 2.
  • The fifth parameter is the third blades tip node number, in this case node 3.
  • The sixth parameter is the fourth blades tip node number, in this case node 4.
  • The seventh parameter is the couple node, which in the example is not used so it is set to -1. Also from my searching the couple node parameter was never documented so I don't know what its purpose is.
  • The eighth parameter is the amount of power of the engine, in this case 3000.0.
  • The ninth parameter is the pitch of the prop, in this case it is set to -10
  • The tenth parameter is the airfoil that the props will use, in this case "Clark-Y.alf".
pistonprops
;ref, back, p1, p2, p3, p4, couplenode, power, pitch, propfoil
0,5,1,2,3,4, -1, 3000.0, -10, Clark-Y.afl

Set_beam_defaults

Its quite possible that you will have to use set_beam_defaults to make it so that your engine doesn't explode once you have it spinning. First I would try with out using set_beam_defaults and if the engines explode when spinning I would add set_beam_defaults to the engines beams and raise the deform and break values until you can run the engine at full throttle with out it breaking. The settings that this example uses may be a bit extreme but you get the idea.

set_beam_defaults to start out with when raising the deform and break values:

;        spring, damping, deform, break,
set_beam_defaults -1, -1, 400000, 1000000,

set_beam_defaults that the example engine uses:

;         spring, damping, deform, break,
set_beam_defaults -1, -1, 2000000, 3000000,

Finished example file

Here is the finished example file for you to look at and play around with to get familiar with the propeller engines if you wish. Media:propeller_base.airplane



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