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Propeller Animation States

Messages
184
Country
germany
Hi,

in the documentation I can see that FSX works with three propeller states:

still
slow
blurred

Physically I have now the correct propeller speeds. But as I can see, the

highest speed is too slow to play the blurred propeller state.

Can I tell the FSX engine in any way new ranges the states, so that also

the last state is shown?

Greetings
 
Oh...I have to feeling I shot over many

summits lasts posts. Only many views, but no answers.

So I post here what I could figure out myself.

I told you of the problem that I wanted FSX to show me the second

(slow) propeller state when in minimum engine and prop RPM.

But Fsx seems to go be default only near to the bottom border of

the fast area, not reaching the slow state ever.

I tried to trick the FSX engine with fiddling down the RPM in aircraft.cfg and

manipulate the physical atrributes, so the flight model dont changes in the

sim. But what can I say. I hate this sim often.


But I love it too. I go out and fight it again!!!

Buy the way: I like flight testing in sunset over egypt, sinai. But when I

see the sunset and the color of the sunset, I ask myself what stuff is

consumed buy these artists? LOL

I would like to make better sky textures, for all folks free. But how to start?

Greetings
 
Try adding the parameter to your aircraft.cfg file in the

Code:
[propeller]
prop_anim_ratio=1.0

section. The number is a typical scalar value representing 100%.

Increase or decrease the value to slow down or speed up the visual animation in the sim until you've achived the look you want.
 
Hi n4gix...

...you my helper in dark times. :0)

Where have you read from this parameter.

I searched several aircraft.cfg for special patterns and rode the

SDK doc up and down.

But I didn´t found such anim_ratio thing.

I will try it tommorrow morning and write back if it works.

THX

and Greetings
 
Sorry

Try adding the parameter to your aircraft.cfg file in the

Code:
[propeller]
prop_anim_ratio=1.0

section. The number is a typical scalar value representing 100%.

Increase or decrease the value to slow down or speed up the visual animation in the sim until you've achived the look you want.


...but FSX does northing. I tried with extremes like 0.0001 or 10000.0, but

nothing changes at all!

Greetings
 
I looked a little bit around in internet...

...and it seems the PROP_ANIM_RATIO parameter was used in FS2002 and
FS2004.

In FSX it is not working for me.

I guy told on a site that the transformation from still to slow propeller appears

at 150 RPM and slow to blurred at 350 RPM. In need the propeller go down under

350 RPM in 0 Percent throttle flying WITHOUT changing the physical simualtion

for the piston engine. Thats the prob.

It needs therefore a clean GRAPHICAL PARAMETER, not one that changes

the flying conditions. I made dozens of tests. Not a chance.

Greetings
 
Note that for FS-X, your propn_still/slow/blurred are XML key framed animations controlled by the modeldef.xml coding.

if I read the coding correctly, the prop0_Still appears at (A:PROP MAX RPM PERCENT:1, percent) 6.25 < if{ 1 } els{ 0 } .... i.e., a PROP MAX RPM less that 6.25%, with other defined ranges for prop0-slow and prop0_blurred.

I would recommend that you experiment with the visibility ranges

The "defaults" appear to be:
still < 6.25%
6.25% <= slow < 12.5%
blurred => 12.5%
 
Since I hadn't tried it myself, I was not aware that prop_anim_ratio had finally been depecrated completely... Now at least I know for sure.

Felix's suggestion is indeed the proper one for FSX models. Create custom XML code for your desired "shift points" on the _still, _slow, and _blurred propeller animations.
 
On the ground...

...and at very low speeds this works well.

I put the slow range up to 82 Percent MAX RPM.

But when my aircraft reaches 100 Knots I can do what I want...the state

of the propeller remains blurred.

I think the airflow keeps the propeller at RPMs above the 82 Percent.

But that is really not realistic. What can I do now?

Greetings
 
since the animation is based on the PROP MAX RPM PERCENT variable, you may have to try several combinations of XML coding and aircraft.cfg changes to the prop parameters. Unless you have direct drive prop, the engine rpm may not be the same as your prop rpm values.
 
FSX Prop Feathering

Has anyone had success getting the props to feather properly? I have them behaving in FS9 but I'm frustrated with getting them to rotate correctly in FSX. One blade needs to rotate clockwise and the opposing counter clockwise and so far regardless of the axis or keyframe. The model shows up in the preview window with props feathered and both blades rotate clockwise. Also the feather command from a visual perspective does nothing. Any ideas? Thanks
 
You should really start your own thread rather than necro an old one... ;)

What modeling program? The simplest method in Max or GMax is to do one blade, then use the Array Tool to generate however many more are needed.

The "Feather" command in FSX affects only the flight dynamics and the prop rotation. It does not affect the prop angle.
 
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