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Cees Donker
February 22nd, 2017, 08:33
Am I the only one who is experiencing this? When I increase the throttle the plane starts to shake vehemently. What can be done about that?

Thanks for helping out!

Cees

Daube
February 22nd, 2017, 08:42
Don't increase the throttle ? :biggrin-new:
I mean, the ultra-powered catapult will throw the small Hawk away at 250 knots anyways, there is no risk to stall ;)

But concerning the shaking, usually it is due to the plane slightly moving then being returned on the catapult, a kind of lack of precision, if you see what I mean. Do you set your FPS to "unlimited" or some fix value ?

StormILM
February 22nd, 2017, 10:59
of my many tests and using the FSX/A Catapult system, I've seen some outright bizarre behavior with different ships and aircraft models. I know some folks are experts and figuring out and fixing the quirks causing these issues but I can honestly say that in my experience, some days things work fine, other days they don't.

Cees Donker
February 22nd, 2017, 11:04
I set my frs on a fixed value: 24. Makes no difference at all if I set it at unlimited.

:-)

Cees

Daube
February 22nd, 2017, 11:11
It depends on the situation, but sometimes if you run the sim at unlimited FPS, the position of the AI aircraft can be unstable. This is easy to notice when trying to fly in close formation with an AI liner, and it also happens (with less intensity) on the carrier.

PhantomTweak
February 22nd, 2017, 11:31
A hint that may help a bit:
In your FSX.cfg file, scan down until you find the [REALISM] section, and add the line CatapultForceLimiter=0 //Enables the catapult systems to generate the required force for any type of aircraft.

It can make a surprizing difference. Give it a try.
Pat☺

DaveB
February 22nd, 2017, 11:49
I'd not noticed this with the Sea Hawk but I've not flown it for a few weeks. Just taken off from Culdrose then added a Victorious group some miles out to sea and landed on. Put her on the cat and she's rock steady. There's a slight jump when you pop either outside (or inside) for the first time while onboard but that's a normal consequence of view changing.

Concur with what Dimus said earlier. Shaking on the cat is generally caused by FR's. Some see it limited.. others see it unlimited (I'm the latter). There IS another possible cause. I remember a problem with Clemenceau (one of the Clems) which was caused by the ship texture res being high. They offered a lower res set as an alternative for those seeing the problem.
ATB
DaveB:)

Cees Donker
February 22nd, 2017, 19:51
A hint that may help a bit:
In your FSX.cfg file, scan down until you find the [REALISM] section, and add the line CatapultForceLimiter=0 //Enables the catapult systems to generate the required force for any type of aircraft.

It can make a surprizing difference. Give it a try.
Pat☺

I have that already done that, no cigar.:untroubled:

No other plane has it. Oh well, I'll live with it.

:biggrin-new:

Cees

DaveB
February 22nd, 2017, 23:08
Which carrier are you seeing this on Cees.. yours? Happy to take a look if you're willing to let it go:encouragement:

ATB
DaveB:)

Cees Donker
February 23rd, 2017, 01:01
I've been wanting to ask you to take a look at the Karel Doorman....When I'm home from work I'll send you a link?

:biggrin-new:

Cees

DaveB
February 23rd, 2017, 02:24
Most Excellent:encouragement:

ATB
DaveB:)

spatialpro
February 23rd, 2017, 03:14
Could be due to the contact points on the Seahawk itself.

Andy

DaveB
February 23rd, 2017, 06:00
Hmm.. unless my Sea Hawk has different contact points (and I can't imagine how they would be).. it's not that. I've landed on and cat launched half a dozen times and it refuses to shake on the cat. My realism settings are a notch over half so I put them all to full and it made no difference. Landed on again.. sat on the cat and tweaked the FR from 30 to unlimited. Immediately.. the crane and tractor started shaking like an out of balance spin-dryer but the Sea Hawk remained steady on the cat with throttles firewalled.

Just in case.. here are my contact points..

[contact_points]
static_pitch = 1.431 //degrees (pitch when loaded on ground)
static_cg_height = 4.174 //feet, altitude of CG when at rest on the ground
gear_system_type=0
max_number_of_points=7
tailwheel_lock=0
point.0= 1, 9.928, 0.000, -4.75, 9975, 0, 0.90, 30.000, 0.200, 2.800, 3.8, 4.000, 4.000, 0
point.1= 1, -1.712, -4.120, -4.30, 9975, 1, 2.00, 0.000, 0.570, 0.300, 0.8, 5.000, 5.000, 2
point.2= 1, -1.712, 4.120, -4.30, 9975, 2, 2.00, 0.000, 0.570, 0.300, 0.8, 5.000, 5.000, 3
point.3= 2, -0.166, -21.568, 0.698, 1800, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0
point.4= 2, -0.176, 21.524, 0.592, 1800, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0
point.5= 4, -17.883, 5.000, 0.051, 1800, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0
point.6= 4, -17.883, -5.000, 0.051, 1800, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0

I know you're using AIC and not TP to call the ships (as am I) so I really don't know what else it could be. Would water resolution make a difference? Mine is cranked down a little in an attempt to stop sea tiles going dark blue (not drawing) when I have a lot of ships in formation (it fails btw).
ATB
DaveB:)

Cees Donker
February 23rd, 2017, 06:04
Thanks Dave!

Cees