Search the archive:
Simviation Main Site
|
Site Search
|
Upload Images
Simviation Forum
›
Design Forums
›
Aircraft & 3D Design
› Contact points
(Moderators: Mitch., Fly2e, ozzy72, beaky, Clipper, JBaymore, Bob70, BigTruck)
‹
Previous Topic
|
Next Topic
›
Pages: 1
Contact points (Read 316 times)
Jul 9
th
, 2006 at 9:39am
gryshnak
Offline
Colonel
Low flying is when you
have to dodge the trees
Hull. Yorkshire, UK
Gender:
Posts: 1053
Questions, always more questions! This time it's about contact points.
I read the Aircraft Container SDK, used the ruler function in FSDS to measure where my wheels touch the ground, and typed them carefully into aircraft.cfg.
When I start up FS9 the plane jumps up and down a few times, and launches itself down the runway at 30KIAS with the throttle still closed. If I get up to flying speed and make a landing approach, I can touch the wheels gently to the runway and even get a puff of dust and a little screech at the appropriate time - which suggests the contact points are in the right place. But the plane continues to descend, with a bit of careful piloting I can fly straight and level down the runway with the wheels underground!
The contact point is where the wheels (or skids or whatever) actually touch the ground, right? So if they've been measured correctly, how can they go underground?
Before anybody asks:
[contact_points]
point.0= 1, 1, 1.4, -5.6, 1500, 0, 0.85, 0, 0, 0, 0, 0, 0, 0
point.1= 1, 1, -1.4, -5.6, 1500, 0, 0.85, 0, 0, 0, 0, 0, 0, 0
point.2= 1, -4.5, 0, -5.5, 1500, 0, 0.6, 0, 0, 0, 0, 0, 0
Gryshnak
Back to top
IP Logged
Reply #1 -
Jul 9
th
, 2006 at 2:46pm
Firestriker
Offline
Colonel
Gearhart, Oregon
Gender:
Posts: 274
Since you have a tail dragger, have a look at the SopCamel and Jenny config files. I think you have too many 0 values.
Lou
Back to top
IP Logged
Reply #2 -
Jul 9
th
, 2006 at 8:08pm
Falcon500
Offline
Colonel
Doing my best, against
the badger!
Northern Michigan, USA
Gender:
Posts: 1026
point.0=1, -4.5, 0.00, -5.5, 1700, 0, 0.40,45.0, 0.30, 2.5, 0.90, 3.0, 3.0, 0, 0, 235
point.1=1, 1.0, -1.4, -5.6, 2200, 1, 1.13, 0.0, 0.45, 2.5, 0.83, 6.0, 7.0, 2, 0, 235
point.2=1, -1.00, -1.4, -5.6, 2200, 2, 1.13, 0.0, 0.45, 2.5, 0.83, 6.0, 7.0, 3, 0, 235
try that that is from the Stock CFS2 F4F wildcat, but i modified it to fit your touch points
and this configuration would make the plane land like a tricycle going backwards with the body of the aircraft almost level?
What do I do you ask? I struggle! Then destroy! Then try to put back together what I just broke on accident.....&&&&&&&&&& The GMax effect
The GMax effect
Back to top
IP Logged
Reply #3 -
Jul 9
th
, 2006 at 10:51pm
Felix/FFDS
Offline
Admin
FINALLY an official Granddad!
Orlando, FL
Gender:
Posts: 1000000627
Quote:
used the ruler function in FSDS to measure where my wheels touch the ground, and typed them carefully into aircraft.cfg.
If FSDS can do one thiing right, is set the basic contact points.
All you have to do is create small
reference
parts called gear.left, gear.right, gear.center (as well as for the scrape points), and set them where you want.
When compiling, FSDS will take the values of these reference points and modify the aircraft.cfg with these
position
values.
Having said that, FSDS does not alter the damping ratio, gear retraction/extension values, spring values, etc.
Check out the airprams.fsc file for the basic reference parts.
You can also tag the correct reference part name from the part properties dialog box, using the drop down list for "reference parts".
[reference parts]
pilot.view ; view point in aircraft virtual cockpit view
gear.right ; aircraft right landing gear ground contact position
gear.left ; aircraft left landing gear ground contact position
gear.center ; aircraft center landing gear ground contact position
scrape.front ; aircraft ground contact point if tipped forward on nose
scrape.rear ; aircraft ground contact point if tipped backward on tail
scrape.side ; aircraft ground contact point if tipped to side
aircraft.radius ; aircraft over-ride of aircraft radius for FS preview display
panel_light ; aircraft position of panel light source
scenery_icon ; API macro display shape in scenery design programs
Felix/
FFDS
Back to top
IP Logged
Reply #4 -
Jul 10
th
, 2006 at 5:44pm
gryshnak
Offline
Colonel
Low flying is when you
have to dodge the trees
Hull. Yorkshire, UK
Gender:
Posts: 1053
Thanks for the help so far everyone, I didn't know about that Reference Parts bit! And it works even better when you finally spot the checkbox marked "Process Reference Parts"
So, I now have the contact points set. I've copied a set of lights to the same locations so I can see what I'm dealing with. The plane is Santos-Dumont's 14 bis which flew in Paris 100 years ago, in 1906.
My next problem is the CG, which is obviously too far forward and makes the plane tip onto its nose as soon as it loads. I added another red light (you can see it between the main wheels) which is directly below the reference point. In FSDS the origin (0,0,0) is more rearward so I don't know how the reference point got to where it is. I currently have the CG set behind this point but the plane still tips over forwards, which is very frustrating!
Right now my brain is too tired to work out what to do next, so I'm going to bed. Suggestions on a postcard to the usual address please. I made that plane in one day, so all the messing around with the contact points etc has actually taken longer than the creation of the model!
Gryshnak
Back to top
IP Logged
Reply #5 -
Jul 10
th
, 2006 at 6:36pm
Felix/FFDS
Offline
Admin
FINALLY an official Granddad!
Orlando, FL
Gender:
Posts: 1000000627
*IDeally* you want to take all measurements from the reference point, which does NOT have to be the model's 0,0,0 point. When first compiling in FSDS, your data reference point and model center are usually one and the same.
I would suggest that you recompile a new model setting your model center at the FSDS 0,0,0 point. (Select All parts, then move the assembly until you have your data/reference point at 0,0,0). (NOte that if you have a VC and other models, you must also do the SAME translation)
Recompile into FS, process reference parts, etc.
If you have messed around in the aircraft.cfg file with the COG location, then manually set the COG point to 0,0,0.
Good luck
Felix/
FFDS
Back to top
IP Logged
Reply #6 -
Jul 11
th
, 2006 at 6:26pm
gryshnak
Offline
Colonel
Low flying is when you
have to dodge the trees
Hull. Yorkshire, UK
Gender:
Posts: 1053
I have the contact points in the right place, I can see where they are by copying lights to the same locations. So why, when I drop out of slew mode, do my wheels go straight through the floor as if they weren't there? The plane ends up sitting on its skids (one under the nose, one under each wing) and then merrily bounces down the runway at 70KIAS.
I'm just about ready to take up stamp collecting, it's gotta be easier on the stress levels!
Gryshnak
Back to top
IP Logged
Pages: 1
‹
Previous Topic
|
Next Topic
›
« Home
‹ Board
Top of this page
Forum Jump »
Home
» 10 most recent Posts
» 10 most recent Topics
Current Flight Simulator Series
- Flight Simulator X
- FS 2004 - A Century of Flight
- Adding Aircraft Traffic (AI) & Gates
- Flight School
- Flightgear
- MS Flight
Graphic Gallery
- Simviation Screenshots Showcase
- Screenshot Contest
- Edited Screenshots
- Photos & Cameras
- Payware Screenshot Showcase
- Studio V Screenshot Workshop
- Video
- The Cage
Design Forums
- Aircraft & 3D Design ««
- Scenery & Panel Design
- Aircraft Repainting
- Designer Feedback
General
- General Discussion
- Humour
- Music, Arts & Entertainment
- Sport
Computer Hardware & Software Forum
- Hardware
- Tweaking & Overclocking
- Computer Games & Software
- HomeBuild Cockpits
Addons Most Wanted
- Aircraft Wanted
- Other Add-ons Wanted
Real World
- Real Aviation
- Specific Aircraft Types
- Autos
- History
On-line Interactive Flying
- Virtual Airlines Events & Messages
- Multiplayer
Simviation Site
- Simviation News & Info
- Suggestions for these forums
- Site Questions & Feedback
- Site Problems & Broken Links
Combat Flight Simulators
- Combat Flight Simulator 3
- Combat Flight Simulator 2
- Combat Flight Simulator
- CFS Development
- IL-2 Sturmovik
Other Websites
- Your Site
- Other Sites
Payware
- Payware
Old Flight Simulator Series
- FS 2002
- FS 2000
- Flight Simulator 98
Simviation Forum
» Powered by
YaBB 2.5 AE
!
YaBB Forum Software
© 2000-2010. All Rights Reserved.