Search the archive:
YaBB - Yet another Bulletin Board
 
   
 
Page Index Toggle Pages: 1
Send Topic Print
I want to learn to edit FDE? (Read 191 times)
Oct 19th, 2004 at 12:33pm

codered   Offline
Colonel
Flight Plan Closed?

Posts: 1622
*****
 
It is time to learn something new.  I have done well with repaints and panels.  Now I would like to know about flight dynamics and how to edit them.  Would anyone be able to give me some education on where to find information about editing the aircraft.cfg files, what all the information means, where to find real aircraft specifications so that I can make my edits as real as possible, are there programs that allow you to edit aircraft.cfg and air files, plus anything else to get me started?  I have successfully edited items like the trim sensitivity, adding or decreasing weights.  But when it comes to items like center of gravity, real weight and balance, and performace, all I do it arbitrarily edit the numbers. Grin

Thank you everyone.  I am looking forward to learning something new and hearing what your experiences have been with FDE editing. Grin
 

Windows XP SP1&&Motherboard: Epox 8RDA + main board&&Processor: AMD XP2500 Barton CPU&&Memory: PC2700 1gb Geil DDR&&Hard Drive: SEA HDD IDE 40GB 7M 40GPP&&Hard Drive: Western Digital 40gb 8mb cache&&Monitor 15 LCD Flat Panel Display (15 viewable)&&Video Card: ATI Radeon 9500 Pro&&Sound Card: Creative Labs Audigy 2
IP Logged
 
Reply #1 - Oct 19th, 2004 at 12:57pm

microlight   Offline
Colonel
It's a bird...
Southern UK

Gender: male
Posts: 2236
*****
 
Hi codered.

You're in for the long haul - but that's something we simmers do, huh! There's nothing like experience, and you'll develop your own style of FD editing.

The tools are really basic - AirEd for the .air file (not used very often!), Notepad for the .cfg file (used a lot) and brain (used and confused all the time)! A basic understanding of the thrust/lift/drag relationship is useful too. If you look at how others have constructed their dynamics by looking at the files, it all begins to make sense after a while.

The way I do it is to start with a basic .air file for the approximate size and type of plane you want. Normally I don't alter it much (too many unknowns!) but change the parameters in the .cfg file instead.

Normally, things like balance point and weight define how (and whether) the plane sits on the tarmac properly. Contact points define where the undercarriage etc. touches the ground - and so on. The best way to learn is to do it, and ask if you need help with something.

I practised by putting together FDs for all of the B737 series, as their weights, fuel capacities, ranges etc. are all different using as much real information I could Google. A good source for Boeings for example is www.boeing.com which has a lot of the specs you'd need. For the ones that aren't there, there are other sites like www.airwar.ru (a site in Russian, but the specs are in English) or www.aerospace-technology.com. Then it's suck it and see.

Some people out there make the mistake of thinking you can plug the real figures in and that's all there is to it - there are some dogs out there masquerading as airliners with this kind of feature. Once the figures are in, that's where the tuning (and a lot of the fun) comes in to make your plane fly in a manner that's a reasonable PC facsimile of the real plane.

Difficult with 7E7s or A380s that haven't flown yet, of course!

Good luck!

Wink
 

...
BAe ATP for FS9 now available! www.enigmasim.com
IP Logged
 
Reply #2 - Oct 19th, 2004 at 1:14pm

Felix/FFDS   Offline
Admin
FINALLY an official Granddad!
Orlando, FL

Gender: male
Posts: 1000000627
*****
 
Hmmm - if Ozzy uses orange marmalade for normal  Offenses  ... Codered should have NO EXCUSE for not perusing and committing to memory the Aircraft Design FAQ posting .... and specifically:

http://www.simviation.com/cgi-bin/yabb/YaBB.cgi?board=airc;action=display;num=10...

 

Felix/FFDS...
IP Logged
 
Reply #3 - Oct 19th, 2004 at 3:31pm

codered   Offline
Colonel
Flight Plan Closed?

Posts: 1622
*****
 
Thank you for the tips and the website.  I am not an aeronautical engineer, but it sounds like that wouldn't help anyway.  Since an engineer would have a heck of a time not using real figures, as you say microlight. Grin

Thanks for the help. Grin  I am armed with knowledge and I'm dangerous! Grin
 

Windows XP SP1&&Motherboard: Epox 8RDA + main board&&Processor: AMD XP2500 Barton CPU&&Memory: PC2700 1gb Geil DDR&&Hard Drive: SEA HDD IDE 40GB 7M 40GPP&&Hard Drive: Western Digital 40gb 8mb cache&&Monitor 15 LCD Flat Panel Display (15 viewable)&&Video Card: ATI Radeon 9500 Pro&&Sound Card: Creative Labs Audigy 2
IP Logged
 
Reply #4 - Oct 19th, 2004 at 3:36pm

Felix/FFDS   Offline
Admin
FINALLY an official Granddad!
Orlando, FL

Gender: male
Posts: 1000000627
*****
 
Quote:
I am armed with knowledge and I'm dangerous! Grin


And what's your excuse for when you don't know what you're doing?
 

Felix/FFDS...
IP Logged
 
Reply #5 - Oct 19th, 2004 at 8:46pm

Katahu   Offline
Colonel

Gender: male
Posts: 6920
*****
 
Quote:
And what's your excuse for when you don't know what you're doing?


ROTFLOL!!!!!!!!!!

Here is some advice for contacts. It's best to manually punch in the wheel locations in the aircraft.cfg file and and by using the Tape helper [in Gmax] to measure distance. Don't use maxscripts like "Contacts01". This script has the tendency to throw things out of proportion [especially for tricycle planes]. Doing it manually may be long as heck, but at least you can get the accuracy you want.

If you wanna learn even more, you can also try using the fx values in the [LIGHTS] section of the aircraft.cfg file by simply matching the coordinates to that of the wheel contacts. This makes the contacts visible so that you can line them up more easily.

Good luck and don't bust your head.
 
IP Logged
 
Reply #6 - Oct 24th, 2004 at 7:29am

Meteorit-N   Offline
Colonel
I love YaBB 1G - SP1!
Kangasniemi, Finland

Gender: male
Posts: 16
*****
 
Instead of using tape it might be more simple and accurate to just select the tire/wingtip/tail/whatever object and (presuming it is an editable poly or mesh) go to vertex sub-object level. Then select an appropriate vertex with 'move' tool selected from the top toolbar. That way you can get the coordinates directly from the x/y/z indicators at the bottom panel. Just remember to set the units to 'decimal feet' from 'Customize units setup'.
 
IP Logged
 
Page Index Toggle Pages: 1
Send Topic Print