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crossram
December 6th, 2010, 07:23
For CFS3...

Does anybody know if there is anyway to enter retractable floats as one entry? In other words, two different 'gear' types, for one entry.

I'm having to use two separate entries right now, to make it work, one for the 'gear' retraction, and one for the floats.

It all works fine, except for the float contact points, where CFS3 considers the floats ALWAYS down.

fliger747
December 6th, 2010, 10:32
This approach might not work, but if you have access to FSX, look at an amphib such as the Default Goose and see what they did with the water and land conctact points. Note that the wingtip floats are retractable.

Good luck: T

crossram
December 6th, 2010, 13:44
This approach might not work, but if you have access to FSX, look at an amphib such as the Default Goose and see what they did with the water and land conctact points. Note that the wingtip floats are retractable.

Good luck: T

Thanks for that, fliger747. Lol, yeah, I need all the luck I can get.

No access to FSX, or the Goose...or if what works in FSX, works in CFS3.
I will check into the FSX files, looking for something that might help.
Still have the cogs churring though. Maybe just a naming thing in the model. Just irritating that I get all this wasted time trying to make things work, instead of building the model (and getting it done).

Much appreciated!!

fliger747
December 6th, 2010, 16:56
Contact points for the FSX Goose:

[contact_points]
//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
//14 Airspeed limit for retraction (KIAS)
//15 Airspeed that gear gets damage at (KIAS)
//GEAR
point.0 = 1, -20.4, 0.00, -2.9, 1600, 0, 0.52, 90, 0.42, 4.0, 0.90, 5.0, 4.0, 0, 195, 250
point.1 = 1, -0.8, -3.75, -5.0, 1600, 1, 1.25, 0, 0.50, 2.5, 0.85, 6.0, 5.0, 2, 195, 250
point.2 = 1, -0.8, 3.75, -5.0, 1600, 2, 1.25, 0, 0.50, 2.5, 0.85, 7.0, 6.0, 3, 195, 250
//FLOATS
point.3= 4, 5.1, -1.8, -3.9, 2500, 0, 0.0, 0, 0.50, 2.5, 0.70, 0.0, 0.0, 5, 0, 0
point.4= 4, 5.1, 1.8, -3.9, 2500, 0, 0.0, 0, 0.50, 2.5, 0.70, 0.0, 0.0, 5, 0, 0
point.5= 4, -15.3, -1.8, -2.1, 2500, 0, 0.0, 0, 0.50, 2.5, 0.70, 0.0, 0.0, 5, 0, 0
point.6= 4, -15.3, 1.8, -2.1, 2500, 0, 0.0, 0, 0.50, 2.5, 0.70, 0.0, 0.0, 5, 0, 0
//Wing Floats
point.7= 4, -2.1,-20.5, -0.8, 1500, 0, 0.0, 0, 0.50, 2.5, 0.70, 12.0, 12.0, 5, 0, 0
point.8= 4, -2.1, 20.5, -0.8, 1500, 0, 0.0, 0, 0.50, 2.5, 0.70, 14.0, 14.0, 5, 0, 0
point.9= 5, -6.5, 0.0, -6.0, 0, 0, 0.0, 20, 0.00, 0.0, 1.00, 0.0, 0.0, 0, 0, 0
//Scrapes
point.10= 2, -2.0, -25.5, 4.5, 2500, 0, 0.0, 20, 0.00, 0.0, 1.00, 0.0, 0.0, 0, 0, 0
point.11= 2, -2.0, 25.5, 4.5, 2500, 0, 0.0, 20, 0.00, 0.0, 1.00, 0.0, 0.0, 0, 0, 0
point.12= 2, -25.5, 0.0, 11.4, 2500, 0, 0.0, 20, 0.00, 0.0, 1.00, 0.0, 0.0, 0, 0, 0
point.13= 2, 10.0, 0.0, 0.0, 2500, 0, 0.0, 20, 0.00, 0.0, 1.00, 0.0, 0.0, 0, 0, 0
point.14= 2, -25.0, 0.0, 1.8, 2500, 0, 0.0, 20, 0.00, 0.0, 1.00, 0.0, 0.0, 0, 0, 0

crossram
December 6th, 2010, 23:50
Thank you, sir.

I'll check into it.

Part of my prob might be because of the CFS3 commands...using 'g' to operate the retracting gear. Are FSX commands the same, or is there a different key for the retractable pontoons?

One thing I will try, naming in the model, is the base parts for the floats are named gear (for the retracting). Using either a dummy, or part, named l_pontoon / r_pontoon, linked to the gear...
will either float, or sink.

fliger747
December 7th, 2010, 10:04
In FSX there is a Float retract and a float extend that can be asigned a button command of your choice. In the Goose it is tied to a up/down switch.

T

crossram
December 8th, 2010, 03:35
Lol. Just my luck. I'll re-check, but I don't think CFS3 has a command for pontoons.
That makes sense, from the FSX contact points entries.

I've tried several things, but so far, without '1' being written in as the gear type, you don't have retractable gear of any sorts in CFS3. Funny thing is gear type 1 is listed as a 'wheel'.

In my FM, there is no 1004 (landing gear) entry, that holds the retractable key. I'll add 1004 in, and see if it makes any difference, otherwise I'm stuck with what I have.

Again...thanks!

fliger747
December 8th, 2010, 09:48
Geez, I wish they had made a combat capable version of FSX. Especially with ACCEL features such as moving landable carriers and some of the great scenery addons such as the solomons.

Good luck, suspect it's just not in the CFS3 engine.

Cheers: T

Milton Shupe
December 8th, 2010, 15:45
crossram, are you aware of this site for CFS3 modeling? Very well done.

http://www3.telus.net/murrdaka/tutorial/B2BNZ.htm#Introduction

If this aircraft is an amphibian, then you can have both pontoons that are fixed, and retractable ones using some animation tags. The retractable gear/wheels sit lower than floats for land, and as they are retracted in water, the pontoon and float contact points take precedence. Define the pontoons as any unused KF animation. You cannot use r/l_gear_xxx because they will be down when wheels are being used.

I would recommend using animation from either spoiler tags (with a little added drag) or flaps keyframed on the first notch of flaps to deploy.

You will still define them as floats/pontoons in the contact points.

crossram
December 9th, 2010, 03:46
Thanks for the hints, Milton.

Just getting back into the parts/animations for the pontoons on this thing. I'll muck around with some of the naming stuff, and try that.

Yes...it's the Bv222 V4 I've been fooling around with, off and on, for quite awhile. A full blown flying boat.

hairyspin
December 9th, 2010, 22:27
Have a look at what Nacht did with the CFS3 PBY? The wingtip floats retract on that, although I don't know offhand whether the contact points are affected, ie if the floats aren't down the 'plane drops a wing and crashes on landing.