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How Do I Turn A"Regular"Aircraft Into A SeaPlane? (Read 357 times)
Dec 21st, 2005 at 3:17am

Janaki   Offline
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How Do I Turn A "Regular" Aircraft Into A SeaPlane? I would like to land my glider in water also. Actualy any plane for that matter  Smiley .

Thanks
 
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Reply #1 - Dec 21st, 2005 at 7:22am

AuMaV   Offline
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Hi
You alter or add contact points which are floats
have a look at the default C208 cessna aircraft.cfg to see how its done
Wozza
 
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Reply #2 - Dec 21st, 2005 at 4:32pm

Janaki   Offline
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  Thanks for your info but I have to admit I'm sort of new, so I was just wondering what the float points would be called and how I would move them to the other plane.

   p.s.  I already know basically how to adjust them so you don't really need to go into that if you want

Thanks for your help, you got me started  Grin .
 
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Reply #3 - Dec 21st, 2005 at 4:35pm

Woodlouse2002   Offline
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If you just want to land on water then fiddle with the air files or which ever and add the float contact points. If you visually want to see the floats you either have to have the gmax/fsds file or you have to make one yourself.
 

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Reply #4 - Dec 21st, 2005 at 4:40pm

Hagar   Offline
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Open Aircraft.cfg of your glider in Notepad. Scroll down to the [contact_points] section & change any class 1 (wheel) entries to 4 (floats). These will usually be the point.0. point.1 & point.2 entries but there might be more or less on a glider. The default Schweizer has only one wheel entry so you might need to change some of the class 2 entries to 4 as well.

Before:

[contact_points]
point.0=1,  -2.0,    0.0, -2.5, 1574.8, 2, 0.509, 0.0, 0.40, 2.5, 1.22, 0.0, 0.0, 3, 0.0, 0.0
point.1=2,  -1.25, -28.5,  0.5,  787.4, 0, 0.000, 0.0, 0.00, 0.0, 0.00, 0.0, 0.0, 5, 0.0, 0.0
point.2=2,  -1.25,  28.5,  0.5,  787.4, 0, 0.000, 0.0, 0.00, 0.0, 0.00, 0.0, 0.0, 6, 0.0, 0.0
point.3=2, -15.42,   0.0, -0.7,  787.4, 0, 0.000, 0.0, 0.00, 0.0, 0.00, 0.0, 0.0, 9, 0.0, 0.0
point.4=2,   6.25,   0.0, -2.2,  787.4, 0, 0.000, 0.0, 0.00, 0.0, 0.00, 0.0, 0.0, 4, 0.0, 0.0

After:

[contact_points]
point.0=4,  -2.0,    0.0, -2.5, 1574.8, 2, 0.509, 0.0, 0.40, 2.5, 1.22, 0.0, 0.0, 3, 0.0, 0.0
point.1=4,  -1.25, -28.5,  0.5,  787.4, 0, 0.000, 0.0, 0.00, 0.0, 0.00, 0.0, 0.0, 5, 0.0, 0.0
point.2=4,  -1.25,  28.5,  0.5,  787.4, 0, 0.000, 0.0, 0.00, 0.0, 0.00, 0.0, 0.0, 6, 0.0, 0.0
point.3=4, -15.42,   0.0, -0.7,  787.4, 0, 0.000, 0.0, 0.00, 0.0, 0.00, 0.0, 0.0, 9, 0.0, 0.0
point.4=2,   6.25,   0.0, -2.2,  787.4, 0, 0.000, 0.0, 0.00, 0.0, 0.00, 0.0, 0.0, 4, 0.0, 0.0


Please note that I haven't tried it.
 

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Reply #5 - Dec 21st, 2005 at 11:40pm

Falcon500   Offline
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and i noticed that if you have a floatplane in CFS2 you usually need to up the horsepower or the power in general to overcome the friction
 

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Reply #6 - Dec 22nd, 2005 at 1:34am

Janaki   Offline
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Thanks guys! Well it didn't work, but I think it was because the balance maybe because it tilted backwards so I'm going to try puting a rear float. I'll let you know if it works.  Wink
 
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Reply #7 - Dec 22nd, 2005 at 5:36am

aceronzo   Offline
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Also if the MDL's Center Of Gravity touchs the water during it's bobbing up and down it will crash out.
aceronzo
 
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Reply #8 - Dec 22nd, 2005 at 9:34am

Hagar   Offline
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Quote:
Also if the MDL's Center Of Gravity touchs the water during it's bobbing up and down it will crash out.
aceronzo

That's probably due to the scrape points or the compression ratio of the floats in those Aircraft.cfg entries.

PS. I tried the Schweizer with my modified entries. It doesn't float properly so please use it only as an example of the basic principle. More conventional aircraft will have the correct number of gear points to start with so this only involves changing the class number to 4. Some work perfectly & others need a lot of tweaking to get right.
 

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Reply #9 - Dec 23rd, 2005 at 8:45pm

Janaki   Offline
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  Still haven't figured it out.
  Does anyone know how to "decode" the CFG, especialy tell me what each section of the long list of cordinates is or if there's a free program give me the address...? Well I'm just going to keep on experimenting.

  thanks, seeya (or should I say readya?)
 
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Reply #10 - Dec 24th, 2005 at 5:06am

Hagar   Offline
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Open any default Aircraft.cfg for an explanation of the contact_points entries. Anything prefixed by // or ; is a remarked entry & for information only.

//0  Class
       //1  Longitudinal Position        (feet)
       //2  Lateral Position             (feet)
       //3  Vertical Position            (feet)
       //4  Impact Damage Threshold      (Feet Per Minute)
       //5  Brake Map                   (0=None, 1=Left, 2=Right)
       //6  Wheel Radius                (feet)
       //7  Steer Angle                         (degrees)
       //8  Static Compression           (feet)  (0 if rigid)
       //9  Max/Static Compression Ratio
       //10 Damping Ratio               (0=Undamped, 1=Critically Damped)
       //11 Extension Time              (seconds)
       //12 Retraction Time             (seconds)
       //13 Sound Type

For more detailed information check out the FS2004 SDKs posted on the official Insider site.

PS. I don't think the glider is the best example for your first attempt.

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Reply #11 - Dec 27th, 2005 at 9:50pm

Janaki   Offline
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Yes I understand but now since I've started I can't stop... But till I find out I'll convert all my other planes including my helicopters  Grin . Keep me posted on this board (hey double meaning there).
 
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