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Author Topic: Propellor rotation direction  (Read 500 times)

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Old_DaD

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Propellor rotation direction
« on: February 16, 2024, 06:21:12 AM »

I noticed that some props start by rotating in one direction ..ie from pilots position, anti-clockwise, to the left, but when up to speed they go clockwise, to the right.
Is/was there any way to fix this ..maybe some alteration within the mesh, or is this coded into java instructions etc.
Cheers.
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SAS~Storebror

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Re: Propellor rotation direction
« Reply #1 on: February 16, 2024, 07:28:14 AM »

Both :)
The rotation direction is determined by Java Code and by the "attaching" vector of the corresponding mesh in the plane's hier.him file.
In a perfect world, 3D modders would respect the game's native prop turning direction.
In the real modder world, they don't.
It's not that much on an issue when you are able to modify the underlying Java code. This particular thing is to be found in the "moveFan" method, and if your aircraft doesn't have one, then you need to create one.

]cheers[
Mike
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Frankiek

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Re: Propellor rotation direction
« Reply #2 on: February 16, 2024, 08:27:49 AM »

just to add that in the flight model and specifically in the engine emd file there is a notation on the propeller rotation: Direction Right or Direction Left, even though then the propeller will move in the direction specified by the moveFan method (if present). Again also here would be better to have concurrence.   
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Old_DaD

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Re: Propellor rotation direction
« Reply #3 on: February 16, 2024, 08:29:39 AM »

What program do I need to view fmd or end?
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SAS~Storebror

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Re: Propellor rotation direction
« Reply #4 on: February 16, 2024, 08:32:22 AM »

fmd and emd can be edited using the NTRK wizard.
But it won't help in your case, cause as you noted the discrepancy is between slow and fast prop rotation - regardless what has been set in the emd, you can always specify just one rotation direction which counts for both slow and high speed, so in your case the issue is in the 3D most likely and it should be cured there. Only if that's not feasible, working around the issue in Java would make sense.

]cheers[
Mike
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Frankiek

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Re: Propellor rotation direction
« Reply #5 on: February 16, 2024, 08:37:03 AM »

couldn't that also be the simulation of the strobo effect as you see on videos and clips?
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Old_DaD

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Re: Propellor rotation direction
« Reply #6 on: February 16, 2024, 08:53:58 AM »

Here is an example. The Hart Mercury was one of them. Open a QMB with a take off scenario, start the engine and watch the prop direction, and the strobing effect, which seems to swing from one direction to the other.
The prop is mounted in the correct orientation.
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Knochenlutscher

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Re: Propellor rotation direction
« Reply #7 on: February 16, 2024, 11:17:25 AM »

That's a strobing optical effect, swinging, left right, left right.

https://www.youtube.com/watch?v=dWUF04pEXds

Can't watch it for too long, I get an Epi.
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WxTech

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Re: Propellor rotation direction
« Reply #8 on: February 16, 2024, 12:38:21 PM »

Already beat me to it; it's a strobing effect resulting from the combination of prop rotation speed and frame rate/tick interval. This is really evident with more sharply defined props, such as the 'gun cam props'. Rotating prop textures that are more highly blurred suffer less.

Indeed, I prefer to have a VERY strongly blurred texture because it is more representative of how we see spinning props with our eyes. Only when making movies, to simulate the partial 'freezing' by a fast camera shutter speed, is a more sharply defined texture warranted, in my view.  ;)
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SAS~Storebror

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Re: Propellor rotation direction
« Reply #9 on: February 17, 2024, 01:23:59 AM »

The Hart Mercury was one of them. (...)
The prop is mounted in the correct orientation.

Thanks for the heads up.
In Ultrapack the orientation was wrong, just fixed it 8)

Here's proof of the effect being strobe based, note how the strobe effect causes the visual effect of the "fast" rotation to change direction by changing RPM:


]cheers[
Mike
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