Wheeled Flying Vehicle
by Robert Brower · 04/03/2005 (9:43 am) · 74 comments
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This resource file contains the engine files for a wheeled flying vehicle. The vehicle is a combination of the existing wheeled vehicle and flying vehicles that come with the Torque SDK. There is a script for the vehicle and a sample Max file demonstrating some of the additional features I added, e.g. flaps and rudder animations. The key bindings and options dialog have been changed to support throttle levels. Press Q to throttle up, and E to throttle down. The vehicle takes off and lands when the velocity is at the threshold values for taking off and landing. All files required to make it work are included. There is no readme file. Use at your own risk.
The screenshots show the aircraft taxiing, and taking off.
Enjoy,
Robert
This resource file contains the engine files for a wheeled flying vehicle. The vehicle is a combination of the existing wheeled vehicle and flying vehicles that come with the Torque SDK. There is a script for the vehicle and a sample Max file demonstrating some of the additional features I added, e.g. flaps and rudder animations. The key bindings and options dialog have been changed to support throttle levels. Press Q to throttle up, and E to throttle down. The vehicle takes off and lands when the velocity is at the threshold values for taking off and landing. All files required to make it work are included. There is no readme file. Use at your own risk.
The screenshots show the aircraft taxiing, and taking off.
Enjoy,
Robert
About the author
#42
my advice firstly would be check the default bind stuff, also when you first start torque open the options selection and see if you have thottle up/ throttle down keys set. apart from that please give us some more info on errors etc.
06/25/2006 (10:15 pm)
Hi Vijay, does it give you any errors in the consol window? are you using it as just a playerless or player can mount object?. have you compliled the engine after adding the .cc and .h?my advice firstly would be check the default bind stuff, also when you first start torque open the options selection and see if you have thottle up/ throttle down keys set. apart from that please give us some more info on errors etc.
#43
There are no errors in the console Window.
Yes i am using it as a playerless object.
I have rebuilt(using VC++ 7) the engine after adding .cc and .h files.
I have checked the default.bind.cs file and i din't find code for throttle up / throttle down.
and in options too i have to set the keys each time i start the game.
I am not getting syntax errors but i have problem in taking off and flying the plane in air.
06/25/2006 (10:41 pm)
Thank you ebee t for your fast reply.There are no errors in the console Window.
Yes i am using it as a playerless object.
I have rebuilt(using VC++ 7) the engine after adding .cc and .h files.
I have checked the default.bind.cs file and i din't find code for throttle up / throttle down.
and in options too i have to set the keys each time i start the game.
I am not getting syntax errors but i have problem in taking off and flying the plane in air.
#44
// Rigid body
Mass = 100;
maneuveringForce1 = 1000; // Horizontal jets (W,S,D,A key thrust)
maneuveringForce2 = 1600; // 600Horizontal jets (W,S,D,A key thrust)
maneuveringForce3 = 2800; // 1200Horizontal jets (W,S,D,A key thrust)
try that.....
if that fails let me know, because i actualy implimented the better steering code in some of the previous files
which had SteeringForceY = 1500; SteeringForceX = 1500; in the aircraft.cs,, maybe your codeblock just needs SteeringForce = 1500; check to see and try it.
06/25/2006 (11:00 pm)
in your aircraft.cs file, it sounds like you mabe have the mass or something set too high!, are you using your own aircraft.cs or one of mine? try setting the mas lower or upping the manuveringforce1 etc.// Rigid body
Mass = 100;
maneuveringForce1 = 1000; // Horizontal jets (W,S,D,A key thrust)
maneuveringForce2 = 1600; // 600Horizontal jets (W,S,D,A key thrust)
maneuveringForce3 = 2800; // 1200Horizontal jets (W,S,D,A key thrust)
try that.....
if that fails let me know, because i actualy implimented the better steering code in some of the previous files
which had SteeringForceY = 1500; SteeringForceX = 1500; in the aircraft.cs,, maybe your codeblock just needs SteeringForce = 1500; check to see and try it.
#45
I am using the aircraft.cs file which you have given in zip in April.
I have set the Mass = 100 and changed the file as you have said. but its the same.
I still have the terrains,water and castle in my game. Are they the problem.
and the vehicle drops on a terrain or on water ramp or in castle by default.
I would be obliged if u can upload the working files for us.
06/25/2006 (11:45 pm)
Thank you for that help ebee t.I am using the aircraft.cs file which you have given in zip in April.
I have set the Mass = 100 and changed the file as you have said. but its the same.
I still have the terrains,water and castle in my game. Are they the problem.
and the vehicle drops on a terrain or on water ramp or in castle by default.
I would be obliged if u can upload the working files for us.
#46
06/25/2006 (11:56 pm)
whats your email address? same one as your members profile address?, Ill send you some goodies
#47
Why? help please....
06/27/2006 (12:33 pm)
I have this problem...My airplane not flying....don't move for exactily....Why? help please....
#48
Now i want to use it as a fighter plane and add weopon to its both wings.
can any one please help me out in this matter.
06/28/2006 (6:28 am)
Hi people, I got my Wheeled Flying Vehicle flying. Now i want to use it as a fighter plane and add weopon to its both wings.
can any one please help me out in this matter.
#49
Plz any one answer my query
07/06/2006 (4:28 am)
As i have to make some frequent changes in the .Mis file should i need to Rebuild the project again.Plz any one answer my query
#50
basicly anything changed in the /example dir, you dont need a re-build, but please be sure to back-up scripts you are going to change, this saves you much time when things "go all wrong".
07/06/2006 (4:50 pm)
Hi Vijay, No you dont need to re-build with .mis adjustments, as its just a scripting side of the engine.basicly anything changed in the /example dir, you dont need a re-build, but please be sure to back-up scripts you are going to change, this saves you much time when things "go all wrong".
#51
Loading compiled script starter.fps/server/scripts/radiusDamage.cs.
Compiling starter.fps/server/scripts/fighter.cs...
Loading compiled script starter.fps/server/scripts/fighter.cs.
Validation required for shape: starter.fps/data/shapes/vehicles/jai/jet.dts
I am unable to find out whether its from scripting side or from dts file..
Please help
07/20/2006 (1:05 am)
This is content from my log file. When i add my own object dynamically ie from code.Loading compiled script starter.fps/server/scripts/radiusDamage.cs.
Compiling starter.fps/server/scripts/fighter.cs...
Loading compiled script starter.fps/server/scripts/fighter.cs.
Validation required for shape: starter.fps/data/shapes/vehicles/jai/jet.dts
I am unable to find out whether its from scripting side or from dts file..
Please help
#52
I am unable to explain nor my designer person understands how these nodes are made up of.
Now i request the readers to explain or tell the about any resource where i can make my max(dts) can be set up with correct no. of nodes or the relevant matter.
07/20/2006 (2:23 am)
I would like to answer my post which i have posted above . The dts object which i am using (ie jet.dts) is not well made dts object. i.e it is not made of correct node setup. I am unable to explain nor my designer person understands how these nodes are made up of.
Now i request the readers to explain or tell the about any resource where i can make my max(dts) can be set up with correct no. of nodes or the relevant matter.
#53
07/22/2006 (3:44 pm)
Any chance I could get a copy of the updated zip file? My email's in my profile if anybody would like to send it to me. I get a file not found error when I try to download from the rackspace URL. Thanks =)
#55
c:\Torque\Flying\engine\game\vehicles\wheeledFlyingVehicle.cc(803): error C2039: 'engineBreakSequence' : is not a member of 'WheeledFlyingVehicleData'
Which points to ...
// Engine brake sequence
if (mDataBlock->engineBrakeSequence != -1) {
mthrottleDown = mShapeInstance->addThread();
mShapeInstance->setSequence(mengineBreakThread,mDataBlock->engineBreakSequence,0);
}
else
mElevatorThread = 0;
Anyone got any ideas where engineBreakSequence should be and what it should be?
Thanks! :)
11/15/2006 (5:44 pm)
Just trying to get this into 1.5 ... it works great apart from a single problem that means the brake don't work :(c:\Torque\Flying\engine\game\vehicles\wheeledFlyingVehicle.cc(803): error C2039: 'engineBreakSequence' : is not a member of 'WheeledFlyingVehicleData'
Which points to ...
// Engine brake sequence
if (mDataBlock->engineBrakeSequence != -1) {
mthrottleDown = mShapeInstance->addThread();
mShapeInstance->setSequence(mengineBreakThread,mDataBlock->engineBreakSequence,0);
}
else
mElevatorThread = 0;
Anyone got any ideas where engineBreakSequence should be and what it should be?
Thanks! :)
#56
06/06/2007 (6:35 am)
#57
Cheers
Robert Brower
07/03/2007 (6:52 am)
The break sequence is like the one in the stock wheeled vehicle.Cheers
Robert Brower
#58
any clues? also, can the ariplaine like turn on its own axis? like propeller to rudder would be an axis for like cool dog fights? and then simply rolling onto the back to nosedive?
07/13/2007 (6:51 am)
i tired to add this and i got this error1>------ Build started: Project: Torque Demo, Configuration: Release Win32 ------ 1>Compiling... 1>wheeledFlyingVehicle.cc 1>Deprecated: lightManager.h is deprecated and will be removed in the future. Replaced by lightingSystem/sgLightManager.h 1>..\engine\game\vehicles\wheeledFlyingVehicle.cc(583) : error C2065: 'mGenerateShadow' : undeclared identifier 1>..\engine\game\vehicles\wheeledFlyingVehicle.cc(953) : error C2039: 'addLight' : is not a member of 'LightManager' 1> ../engine\lightingSystem/sgLightManager.h(103) : see declaration of 'LightManager' 1>Build log was saved at "file://c:\Torque\TGE_1_5_2\engine\out.VC8.RELEASE\BuildLog.htm" 1>Torque Demo - 2 error(s), 0 warning(s) ========== Build: 0 succeeded, 1 failed, 6 up-to-date, 0 skipped ==========
any clues? also, can the ariplaine like turn on its own axis? like propeller to rudder would be an axis for like cool dog fights? and then simply rolling onto the back to nosedive?
#59
On line 953 in wheeledFlyingVehicle.cc, comment out the addlight line.
That should fix it. Try it and let me know.
07/13/2007 (6:54 am)
On line 583 in wheeledFlyingVehicle.cc, comment out the mGenerateShadow line.On line 953 in wheeledFlyingVehicle.cc, comment out the addlight line.
That should fix it. Try it and let me know.

Vijay
I have also added the new .CC and .h files from WheeledflyingheightAdapt.zip but still the flight won't take off nor it flies. And what should i do to add a shoulder cam to follow the vehicle when it flies.
Please can you help me in this..