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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.