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View Full Version : Tailwheels in FSX


fliger747
October 29th, 2006, 12:28
It would appear that FSX may model castoring tailwheels differently than FS9. In recent efforts in FSX the usual FS9 setting of 180 dergrees in the cfg file does not seem to produce a fully castoring tailwheel. Other settings up to and including 360 degrees appear to produce a steerable tailwheel.

Thoughts or experiences?

sparks
November 11th, 2006, 09:54
Seems to me that 180 degrees in the cfg file still produces a fully castoring tailwheel in FSX, at least in the P-51 flight model I was just playing with. The files I tested were generated with AirWrench version 1.01.34 for Wozza's P-51D installed in FSX.

Milton Shupe
November 19th, 2006, 11:17
The 180 degree setting only allows castoring if the model was animated correctly for castoring.

I do not have FSX but from feedback, I am told that the castoring use of the Howard 500, D18S and Spartan all work correctly in FSX.

modelr
November 19th, 2006, 13:22
The 180 degree setting only allows castoring if the model was animated correctly for castoring.

I do not have FSX but from feedback, I am told that the castoring use of the Howard 500, D18S and Spartan all work correctly in FSX.

Yes, Milton, they do work correctly in FSX. I just loaded them over last night, and after just a quick test to make sure no errors, I noticed that the steering is much smoother, both castoring and locked. I also noticed no "lag" in locking up, as there is on my system in FS9.

fliger747
November 20th, 2006, 07:47
One issue is apparently that 'wheel locking' and resultant skidding is modeled in FSX. Haven't found as yet how to modulate the wheel lock and skid, which depending on the geometry of the t-dragger in question, can affect the turning ability. It takes a while for the t-wheel to swing over into a tracking castor. operating on non paved surfaces seems as if might have some effect as well.

The explorations continue.....

Wozza
November 20th, 2006, 11:00
One issue is apparently that 'wheel locking' and resultant skidding is modeled in FSX. Haven't found as yet how to modulate the wheel lock and skid, which depending on the geometry of the t-dragger in question, can affect the turning ability. It takes a while for the t-wheel to swing over into a tracking castor. operating on non paved surfaces seems as if might have some effect as well.

The explorations continue.....
Hi
Might aready know this but I found this in one of the brake sections in a default fsx aircaft.cfg

hydraulic_system_scalar = 1 //On brakes dependant on the hydraulic system, ratio hyd system to max brake hyd pressure

Ive also found mucking with the toe brake scaler helps
looks like its hard to skid on hard dry surface but very easy on any other surface
cheers
Wozza

fliger747
November 21st, 2006, 02:33
Thanks Wozz:

I have been doing a lot of my Corsair flight testing on coral, grass and dirt surfaces and was comparing it to the FS9 bird. An old, once bold taildragger pilot, groundhandeling is important to me.

I'll try mucking around with it, not immediatly sure what the uses of the above scalar are, yet.

Cheers: T.

Wozza
November 21st, 2006, 03:03
Thanks Wozz:

I have been doing a lot of my Corsair flight testing on coral, grass and dirt surfaces and was comparing it to the FS9 bird. An old, once bold taildragger pilot, groundhandeling is important to me.

I'll try mucking around with it, not immediatly sure what the uses of the above scalar are, yet.

Cheers: T.
Hi Mate
Me either :) Im thinking its a percentage of the max hyd pressure is used for braking.The way I see it if you had the scaler set for 0.5 and your max hyd pressure was 1000 psi you would need 500psi for the brakes to work
at full strength,as hyd pressure can be set up via prop rpm in the airfile
that would suggest you could tweak it,so at idle rpm hyd pres would only be 50psi and it make for some fun braking :)
Another thing I wondering is if Msoft has changed the brake mapping in fsx,as you shouldnt see the tail wheel lock up but if its a nose wheel then it should(there are only 3 mappings 0=none 1=L 2=R),Im betting its eye candy only as there appears to be no change in the contact points in the default aircraft.All this is just a stab in the dark cant wait till the SDK's are out
Wozza

fliger747
November 21st, 2006, 17:17
WOZ:

I'll have to look at the AFSD hyd pressure readings and see what they are doing at idle. Most real systems develope full pressure at some small fraction of full RPM, just capacity increases for large use itens such as flaps and gear.

Be interesting to see what they did with this. Might have to do with soem other systems modeling effects.

Cheers: T.

PS, love the Mustang!