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Wheeled Flying Vehicle

by Robert Brower · 04/03/2005 (9:43 am) · 74 comments

Download Code File

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
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#1
04/03/2005 (12:32 pm)
@ Robert - This sounds pretty cool. I'll have to give this a try when I get a chance. Keep up the good work and thanks for you contributions.

www.hallofworlds.com/how.ico Hall Of Worlds, LLC
EdM|EGTGE
#2
04/03/2005 (7:46 pm)
Awesome, I'm gonna try this out ASAP!
#3
04/04/2005 (1:59 am)
This is great!!
However, I can only get it to show up as a static shape. Any ideas of what I may be doing wrong?
#4
04/04/2005 (5:15 am)
Nice addition
#5
04/04/2005 (10:31 am)
Very nice. Thanks for posting this.
#6
04/07/2005 (5:48 pm)
The same thing can be done with no engine modifications. Just mount a wheeled vehicle to a flying vehicle.
#7
04/08/2005 (5:26 pm)
to bad I use .cs files, but it looks cool.
#8
04/09/2005 (8:50 am)
cool
#9
06/02/2005 (1:01 am)
#10
08/27/2005 (6:32 pm)
Great resource for serious flying sim applications... and greatly appreciated....thank you Robert... salutations.
#11
11/15/2005 (10:51 am)
This looks like an excellent resource but one problem, it seems just as my wheeled flying vehicle reaches the threshold velocity to take off, Torque crashes and gives me the ominous error dialog -

Fatal: (C:\torque\engine\console\sinmanager.cc @ 67)

Sim::postEvent: Cannot go back in time. (flux capacitor unavailable -- BJG)

Anybody any ideas?
#12
11/17/2005 (12:53 pm)
Oh well, on the off chance somebody stumbles across this and has the same problem as me, I fixed the bug by going to -

aircraft.cs -->
--> function WheeledFlyingVehicleData::onDestroyed(%data, %obj, %prevState)

and commenting out the line -

%obj.schedule($CorpseTimeoutValue - 1000, "startFade", 1000, 0, true);
#13
11/24/2005 (3:37 pm)
Anyone able to get this working in TSE?

After adding this, I get

Torque Shader Engine Lib error PRJ0019: A tool returned an error code: "Performing Custom Build Step"

and

Torque Shader Engine error PRJ0019: A tool returned an error code: "Performing Custom Build Step"
#14
01/20/2006 (11:04 am)
I tried adding this to the stock 1.4 release and it segfaults on mission load. I also get the following console error:
DebrisData(AircraftDebris)::onAdd: velocityVariance invalid

So I change it from:
velocityVariance = 12.0;

To:
velocityVariance = 1.0;

Next, I tried execing the script manually, segfaulted again but this time the console log didn't recognize: AudioDefaultLooping3d. So I commented out the audioProfile datablocks as well as their references in the Vehicle Datablock. Still no dice.

Naturally, it still segfaults but with no console errors... leaving me with no clue where to look =(
#15
02/20/2006 (7:42 pm)
So has anyone got this resource working with TGE 1.4?
#16
03/15/2006 (8:57 am)
Yes, Stephen, with the 2 noted changes above.
#17
03/16/2006 (9:34 am)
Well, it still doesn't work with Graham Mcrobbie fix. How did you get it to work?
#18
03/16/2006 (11:02 am)
What is it doing? Crashing?
#19
03/16/2006 (8:52 pm)
Yes it crashes.
#20
03/22/2006 (12:44 am)
It doesnt work at all. I get only a static shape with no textures.
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