Quote:
Originally Posted by Mister_M
Else, you could try the same method as for complexe guns (with special rotation of reticles or wheels depending on the barrel movement, see the vii u-boot's deck gun for example).
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Actually, it probably won't work, because you can't call any animation from the rudder parameters section in ship.sim. But you should still try.
Another solution : add an object generator (as a child node of the right small rudder) to spawn a small left rudder with high frequency (to keep a smooth movement when the parent rudder is turning), and with the follow parent controller to keep the axis of rotation in a constant position.