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Perfecting Suspension Setup (Read 314 times)
Feb 7th, 2006 at 11:51pm

Milton   Offline
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Introduction

I struggled with suspension for a long time before I figured out the simplicity of it.  I have been asked and have helped others with suspension setup and thought maybe this would help here.

There are really only four aspects to this:

1.  Provide an ample distance for suspension animation from frames 100 to 200 (tire height~)
2.  Vertical distance to ground is the "hanging" (in the air) suspension measured at frame 100 (from Reference point to bottom of tire).
3.  Static compression should be measured at max gross weight on the ground and be 75-80% of total animation.
4.  Max to static ratio = total animation distance / static compression

Aircraft have more total suspension movement than meets the eye on the ground.  Just like with a car on a jack, suspension hanging is quite a distance relative to what you see when it's on the ground.  Important: To setup aircraft suspension to improve visuals on takeoffs and landings and eliminate stiffness on the ground, ensure you animate suspension movement to at least 3/4 the height of the tires, more is usually better depending on the aircraft.  

Setup in the contact points then becomes critical so that your animation is used fully and responds correctly.  For a fully loaded aircraft (which is how I set my suspension visuals), I typically use 75-80% of total suspension movement for static compression. Think about it. Hanging gear plus full gross weight = most of the available suspension movement. Then divide the total distance by the 75-80% ... you get about 1.2 - 1.4 for max-static ratio. This allows all that suspension to be used at gross, allows the suspension to drop on takeoff and gives you a nice, softer landing. Carrier landings are greatly improved with lots of suspension travel.

For a really nice basic graphic explanation of hanging gear, static compression, and fully compressed gear, read this by Jerry Beckwith: http://www.mudpond.us/contact_points.pdf


Setup
Basic steps to suspension setup can easily be accomplished with the design tool and aircraft.cfg open.

Before you start, ensure you have the aircraft properly positioned in your design program so that CoG/FS Reference are where you need them. Example:
http://www.flightsimonline.com/tutorials/s0.JPG
See Lou "Firestriker" Holland's excellent CoG tutorial for more examples: http://www.oregon-coast.net/Tutorials/CofG/index.htm

The suspension setup steps are:
1. Determine vertical distance from CoG/Ref point to fully extended (hanging) gear (keyframe 100) http://www.flightsimonline.com/tutorials/s1.JPG
This is also the distance to the ground when landing and is critical to proper suspension setup.

2. Determine suspension travel distance between frames 100 and 200 (total suspension travel)
http://www.flightsimonline.com/tutorials/s2.JPG

3. Convert the vertical distance in meters to feet and update the aircraft.cfg contact point vertical distance to ground.
http://www.flightsimonline.com/tutorials/s3.JPG

4. Calculate static and max-to-static ratio and update cfg.
http://www.flightsimonline.com/tutorials/s4.JPG

Set the damping to your preference between .7 -1.0.  I recommend at least .8 for these suspensions.
You may have to adjust vertical distance to ground by a tenth or so for proper tire-on-ground appearance.

Repeat the steps for the center gear but use around 40% of animated travel
When done, set static height and pitch so the aircraft tires are just a bit off the ground in slew mode, and drops gently when loaded.

If this is done correctly, your suspensions will be more realistic, wheels stay on the ground during rollout, and gear will drop when you depart the runway.

Hope this helps a bit.
 

Milton&&Dash 7, Aero Commanders, Howard 500, D18S, Spartan, XP47J, Beechcraft A28 (Grizzly)
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Reply #1 - Feb 8th, 2006 at 12:05am

Katahu   Offline
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Whoa! You've done your homework. Shocked

EDIT:

This can really help me on setting up the proper suspensions for the animations. It's really easy for aircraft modelers to see how far a wheel extends when hanging in the air. However, for a car modeler, that would be a whole different story. Tell me, how many cars do you see flying around. Grin
« Last Edit: Feb 8th, 2006 at 1:35am by Katahu »  
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Reply #2 - Feb 8th, 2006 at 6:01pm

Formula_1   Offline
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Thanks mate.
The information here is simply amazing.
I checked out your other post on tires as well. These are things I was wondering about just a few days ago. 
I haven't gotten to animation yet. I built a static nose gear assembly for an F9F last week. It came out looking good, but it didn't move at all. Just an exercise I did learning basic modifiers, etc.
So far I haven't tried to animate anything I have worked with. I haven't even saved anything, LOL.

The links you posted are all saved now too Wink
They have me wondering about other things, but I have a feeling I can find most answers.
maybe it is getting time I tried to make something move.

The community is really great about showing how to do things. Man I am getting into this.
I have no cad skills, but finding gmax very understandable. I am kinda on the right track. It is post like yours that I am finding sooooo helpful. Thank you.
 

Explore Everything, Then Decide
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Reply #3 - Feb 8th, 2006 at 7:01pm

Felix/FFDS   Offline
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Quote:
Whoa! You've done your homework. Shocked


K:  Milton doesn't "do" his homework.... he creates the lesson and ASSIGNS homework!

 

Felix/FFDS...
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Reply #4 - Feb 8th, 2006 at 10:26pm

Milton   Offline
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LOL Felix, very funny Smiley

Regarding cars, the ones you model look like they will fly Smiley albeit on the ground.  I would think about a car on jacks, how far do the wheels "hang" down.  I would guess at least half the height of the tire.

I do hope this posts are useful as ... that's why I do them Wink  Thanks for the kind words.
 

Milton&&Dash 7, Aero Commanders, Howard 500, D18S, Spartan, XP47J, Beechcraft A28 (Grizzly)
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Reply #5 - Feb 9th, 2006 at 4:21am

microlight   Offline
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Perhaps these could go into the tutorials section? Reading them makes me wish I had more time to learn about Gmax! Good job, Milton.

Wink
 

...
BAe ATP for FS9 now available! www.enigmasim.com
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Reply #6 - Feb 9th, 2006 at 6:36am

Felix/FFDS   Offline
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Quote:
Perhaps these could go into the tutorials section? Reading them makes me wish I had more time to learn about Gmax! Good job, Milton.

Wink


Just to clarify:  The concepts that Milton has presented are NOT limited to gmax.  They can be applied to FSDS, or any other modelling program being used for modelling for Flight Simulator.
 

Felix/FFDS...
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