Damage, engine switches and rotor brake¶
Damage bridge¶
- Turn on Enabled, fill in the Zone … names, and set Damage Onset Health (performance starts dropping below this health, default 0.75). If your model doesn't have one of the parts, just leave that zone name empty.
- Engine Zones (multi-engine): one entry per engine, with its hit Zone and its Source Id (the engine's Name in the drivetrain, like
engine.left). Leave Zone Engine 01 empty. That way each engine fails on its own and the others keep the aircraft flying. Main gearbox damage limits every engine. - Tail Drive Zones: extra parts on the tail rotor drive, like the intermediate and tail gearboxes. Same as the drive shafts, losing any of them disconnects the tail rotor.
- Rotor Zones: for rotors that aren't the main or tail rotor, like a Chinook's aft rotor or a coaxial's lower rotor. One entry per rotor, with the rotor's topology Rotor Id, its blade Zone, an optional Mast Zone (destroyed means no rotor) and optional Drive Zones (any of them destroyed and the rotor loses its drive and just windmills). Blade strikes wear the blade zone. Main and tail still use the zone fields above. On a tandem with no tail rotor, leave the tail fields empty. Up to three of these rotors get their damage sent over the network.
- Slots: if two rotor parts call their zones the same thing (the H-47 mod's forward and aft rotor parts both say
RotorMain), tell RFM which part to look on. Zone Rotor Main Slot does it for the main rotor fields and Slot Name for a Rotor Zones entry, using the vehicle slot the part sits in (RotorMain,RotorTail). Drive zones are always looked up on the aircraft itself. - Mast Bump Damage: hitting the teetering flap stops damages the main rotor shaft. It's tuned for the Huey's two-blade rotor.
- Damage gets worked out on the server and reaches the pilot's flight model over the network. Don't add a second damage system on top.
- Pointing two fields at the same hit zone might work, but I haven't tested it.
Per-engine start and stop¶
The vanilla engine action starts and stops every engine at once. To give each engine its own switch, add RFM_PowerSourceUserAction entries to the aircraft's ActionsManagerComponent, each on a context sitting at that engine's switch. Give each entry a Source Id (the engine's Name) and set Start on or off. Put a start and a stop entry on the same context and the game shows whichever one applies.
- Duration is the hold time. I use 2 s to start and 1 s to stop, same as the vanilla switch. 0 is a plain press.
- Icon: copy the vanilla engine context's Icon Name into your contexts' UIInfo.
- Hide All Engines Action (on by default) hides the vanilla all-engines action on that aircraft.
Rotor brake¶
Tick Rotor Brake Installed on the power group's system (category Rotor brake) and set Rotor Brake Torque, in N·m on the main rotor shaft. The brake slows the rotor down at that torque ÷ the drivetrain's driven inertia, then holds it still against smaller loads like wind.
- With Blocks Start on, the engines won't start while the brake is on.
- Max Apply Nr only logs a warning if the brake gets applied above that speed.
- Work it from the cockpit with two
RFM_RotorBrakeUserActionentries (Apply on and off) on one context at the lever. The game shows whichever one applies.
The Mi-8 prefab has all of this set up if you want a working example.