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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 01-23-2005, 10:33 AM   #1 (permalink)
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Default Turn Radius

...Is there an editable area that determines how tight or wide an aircraft makes a turn?
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Old 01-23-2005, 10:49 AM   #2 (permalink)
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TurnRate and CirclingRadius on the locomotor do it. But you must adjust TurnRate if you reduce CirclingRadius, otherwise the plane may no longer be physically capable of turning that tight.
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Old 01-23-2005, 12:09 PM   #3 (permalink)
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lol...the problem I'm having is the jet is turning on a dime, damn near coming to a complete stop. I can't remember whether it's the nose or the tail, but one of them rises quite noticably, right before the jet takes off in its new direction. I haven't made any changes to either of the 2 entries you mentioned. I did alter the speed in the locomotor. Would the jet being too fast cause this?
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Old 01-23-2005, 12:31 PM   #4 (permalink)
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Never know, you should try some stuff. If it's really really fast, look at the Aurora. I've never had this so I can't really think of why it's happening.
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Old 01-23-2005, 04:35 PM   #5 (permalink)
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My Speed=3000 aurora locomoto:

Code:
Locomotor AuroraJetSupersonicLocomotorB
  Surfaces                  = AIR
  Speed                     = 3000         ; in dist/sec
  SpeedDamaged              = 3000         ; in dist/sec
  MinSpeed                  = 60         ; in dist/sec
  TurnRate                  = 270         ; in degrees/sec
  TurnRateDamaged           = 270          ; in degrees/sec
  Acceleration              = 960         ; in dist/(sec^2)
  AccelerationDamaged       = 960         ; in dist/(sec^2)
  Lift                      = 800         ; in dist/(sec^2)
  LiftDamaged               = 800          ; in dist/(sec^2)
  Braking                   = 900          ; in dist/(sec^2)
  MinTurnSpeed              = 180         ; in dist/sec
  PreferredHeight           = 100
  AllowAirborneMotiveForce  = Yes
  ZAxisBehavior             = SURFACE_RELATIVE_HEIGHT
  CirclingRadius            = 100       ; the radius at which we circle when we are trying to maintain position. 
  Appearance                = WINGS
  PitchInDirectionOfZVelFactor  = 1.0    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
  PitchStiffness                = 0.99    ;  stiffness of the "springs" in the suspension forward & back.
  RollStiffness                 = 0.6    ;  stiffness of the "springs" in the suspension side to side.
  PitchDamping                  = 0.99    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
  RollDamping                   = 0.9    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
  ForwardVelocityPitchFactor    = 0      ;  How much velocity will cause the front to lift/dip
  LateralVelocityRollFactor     = 0.2    ;  How much cornering will cause the chassis to roll.
  Apply2DFrictionWhenAirborne   = Yes
  AirborneTargetingHeight       = 30
  LocomotorWorksWhenDead        = Yes    ; JetSlowDeathBehavior needs this to function correctly
End

U got to incress the PitchStiffness&PitchDamping&Breaking if u incressed the speed....or the pilots seen to be mad at shaking...
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