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Learjet underground (Read 243 times)
Aug 21
st
, 2003 at 5:54pm
DanielF
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Colonel
Virigina, USA
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Posts: 507
I've noticed that since I've downloaded MiddleMan, my learjet 35 model has moved down so it sinks underground.
Before I installed MiddleMan, it was floating about 3 ft above ground.
Does anyone know how to get it right?
&&FS Evolution&&&&DanielF
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Reply #1 -
Aug 21
st
, 2003 at 6:00pm
Travis
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Colonel
Cannot find REALITY.SYS.
Universe halted.
Dripping Springs, TX
Gender:
Posts: 4515
That's adjusting the CG (Center of Gravity) in either the .air file or the aircraft.cfg file.
I looked it up for my Lear 45, and it says:
static_cg_height=4.41
This will probably have to be a little different for the 35 model, but just play around with it until you get it fixed right.
In case you don't know how to find this, its in the aircraft.cfg fiel at the very end of the [contact_points] section. Just look for what it says above, and correct as neccesary.
Just out of curiosity, why doesn't the aircraft have any textures?
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Reply #2 -
Aug 21
st
, 2003 at 6:26pm
Felix/FFDS
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FINALLY an official Granddad!
Orlando, FL
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Posts: 1000000627
Another one of the model animate texture crowd instead of model texture animate?
Quote:
Just out of curiosity, why doesn't the aircraft have any textures?
Felix/
FFDS
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Reply #3 -
Aug 21
st
, 2003 at 6:28pm
DanielF
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Colonel
Virigina, USA
Gender:
Posts: 507
When I opend the aircraft.cfg file, it was already set at 4.41. So I tried to set it at 6.41, but the model didn't move an inch.
Is there anything else that could be holding it down?
Quote:
Just out of curiosity, why doesn't the aircraft have any textures?
Well actually, it does have a few textures. I've textured the landing gears (which you abviously can't see in this picture) and the fan in the engine. I haven't done any major texturing yet, but that's my next step after I figure this out.
&&FS Evolution&&&&DanielF
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Reply #4 -
Aug 21
st
, 2003 at 6:39pm
Travis
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Colonel
Cannot find REALITY.SYS.
Universe halted.
Dripping Springs, TX
Gender:
Posts: 4515
Okay, well, where is the CG on the actual model? That's the only thing I can think of.
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Reply #5 -
Aug 21
st
, 2003 at 6:52pm
Hagar
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Colonel
My Spitfire Girl
Costa Geriatrica
Posts: 33159
The static_cg_height= value affects the static height when the sim loads & in Slew mode. You need to tweak the gear vertical position entries to match. Try increasing the values marked in red by 2. (-6.42 etc.)
[contact_points]
point.0=1, -11.17, 0.00,
-4.42
, 1181.1, 0, 0.6349, 46.8, 0.4197, 2.5, 0.5878, 10.0, 10.0, 0, 0.0, 0.0
point.1=1, -37.25, -4.75,
-4.92
, 1574.8, 1, 0.6349, 0.0, 0.4798, 2.5, 0.5456, 9.0, 9.0, 2, 0.0, 0.0
point.2=1, -37.25, 4.75,
-4.92
, 1574.8, 2, 0.6349, 0.0, 0.4798, 2.5, 0.5456, 9.0, 9.0, 3, 0.0, 0.0
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Reply #6 -
Aug 21
st
, 2003 at 11:26pm
DanielF
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Colonel
Virigina, USA
Gender:
Posts: 507
Ah, that worked, Hagar. Thanks everyone for your help!
I'm definitely a "model animate texture". It seems more natural to me.
&&FS Evolution&&&&DanielF
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Reply #7 -
Aug 22
nd
, 2003 at 4:37pm
Felix/FFDS
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FINALLY an official Granddad!
Orlando, FL
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Posts: 1000000627
the caution is that in some instances, where the pivot point is rotated, the texture mapping may be "off".
That's why I've seen the "model-texture-animate" being recommended.
I don't really want to give the impression that I favor one over the other - especially since I tend to texture last.
Quote:
Ah, that worked, Hagar. Thanks everyone for your help!
I'm definitely a "model animate texture". It seems more natural to me.
Felix/
FFDS
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