Modeling for FS One
FS One Model Specification - Detail
These notes below cover some of the details about making models
for FS One.
Click on any image to see a larger version.
Propeller and Spinner
We model the propeller and spinner as separate parts that can break
off. When the propeller breaks off, the spinner is hidden. So the
motor and shaft should be modeled so that it looks reasonable when
the propeller and spinner are removed.
Pushrods
Modeling pushrods is useful for alignment of servos and control
horns, but in the simulator the pushrods will not be used or rendered.
Landing Gear Parts
Landing gear should be separate pieces that terminate at the point
where they pivot on the fuselage edge.
Tail Gear
Model all tailgear pieces as separate parts. For the tail spring,
separate the part where it meets the fuselage so that it can be
made to flex (animate) properly in the simulator.
Backfacing
FS One hides triangles if their normals are facing away from
the viewer. This feature requires modeling some surfaces as
"two-sided". Examples are the engine cowling, wheel pants, and the
canopy and surroundings seen through the canopy. The canopy
example below shows both the clear canopy part and the opaque frame
around the cockpit. Even though the frame around the bottom edge of the
canopy has some opaque texture, it must have both sides or else the
part on the far side of the canopy would be 'see through' since the
outside normal faces away. However, making the frame have two sides
produces a normal that points to the viewer so the triangles are
not hidden during rendering in the simulator.
Closed Ends
Breakable parts should have closed ends so that they do not have
holes when separated during crashes.
Overlapping Parts
Sometimes it is convenient to have parts overlapping slightly.
Overlapping the wing root into the fuselage is OK. Other examples
would be overlapping a screw head or the tail gear skid slightly
inside the fuselage.
Overlapping Edges or Surface
Having the edges of two separate triangles overlapping perfectly
can cause 'scintillation' in the simulator (Z-buffer fighting).
Also, having two separate triangle faces overlapping perfectly can
also cause scintillation'. If scintillation happens, the edge or
polygon surface will 'scar' on the screen leaving a flashing white
line, flashing pixels, or flashing surface. So if two edges
perfectly align or surfaces are perfectly parallel, separate them
by a small amount.