@Boris@FlyingRaccoon
Simply trying to reverse the animation direction of my propellers …
Following the SDK Letter for Letter as below ..
Aircraft Jumps (From parked on ground) into a Death Dive, Spin, Whatever .. with Engine and Prop RPM’s Off the scale
I have tried -1,-1 … -1, -1 (with spaces) and Finally “-1,-1” In quotes with the same result with all methods.. I Also tried Prop_Mod_Reverse parameters and although there may be an aerodynamic effect the Visual rotation remains (wrong)
I doubt you will get an answer from the dev team - they are off till next week after Jan 4th.
Next the cfg values have nothing to do with the animation - you have to do the animation your self.
Last - where is this rotation parameter - I can’t find it. You must have some other values incorrect in the engine.cfg - for the flight model to go crazy like that.
Don’t you guys read the SDK ??
The new FS2024 method of using a skinned mesh for the propeller . its in the Engines config ??
I even posted a clip in my first post above..
You dont know the Aircraft Modelled ?
The Props BOTH Turn anti clockwise when viewed from the rear.. therefore 1,1 is Incorrect !
I have applied -1, -1 as the SDK Suggests
I cant understand why people are saying the animation is done in the model ?
and I have done it wrong … i SIMPLY FOLLOWED THE OFFICIAL SDK
i could agree with you here …. but then we would BOTH BE WRONG
there is ZERO PROP ROTATION IN THE MODEL
It is ALL handled by the engines.cfg
You have found a strange issue though. rotation is an FSX cfg value. The description has been removed (or I can’t find it) in 2020. I see it in 2024. There are also aircraft with rotation in the engines.cfg in 2020 right now. However they only have rotation = 1 or rotation = 1,1
What happens if you remove the rotation cfg parameter - does the aircraft at least fly with out going crazy?
I’m just suggesting the SDK docs are in error. rotation is not valid?? and perhaps puts it in FSX legacy mode. Maybe the props animation for 2024 work the same as they do for turbine fans. using the z-axis (blender, 3DS y axis)
EDIT: @ASOBO please update the DA62 sample prop animation - you only have blade animation right now in 1.5.3
If one doesn’t care about the deeper implications of prop rotation on the flight model, the basic animation (done via proper material usage and node reference in the engines.cfg) can be reversed by flipping the local axis pivot point in the model.
there has generally been a bug in MSFS (and maybe FSX before that but I don’t know) that IF the prop RPM goes negative the physics model explodes and the prop accelerates faster and faster with a negative RPM until the increasing torque calculated by the physics model forces the plane into an unrecoverable roll and spiral dive. The bug was reported but it was only really motor gliders affected and we’ve worked around it - the bug became visible when we compromised with a lower windmilling speed during ‘engine off’ and some manoevers were enough to have the prop physics dip into the negative.
I was just meaning that in context of the shader based propeller animation in 2024 that requires the Propeller material to be used rather than Standard. I’m meaning the exact same thing as what @DA40CGDFQ has illustrated in his images - flipping the y axis to the front allows for the animation to be correct for a counter-rotating propeller.