How to fix sunken plane on runway?
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Thread: How to fix sunken plane on runway?

  1. #1

    How to fix sunken plane on runway?

    I just convert WOP planes like this WOP P-51D but still not know how to fix this sunken plane when start mission on runway
    i try to copy from FDG P-51D config but still no luck, is there something wrong with the conversion or is it from aircraft config?
    Thanks



  2. #2
    Usually the plane needs the contact points from the FS9 aircraft cfg. The points that came with the aircraft. These are not the ones but it should look like this.

    Code:
    [contact_points]
    static_pitch = 12.05
    static_cg_height = 6.1
    tailwheel_lock = 0
    gear_system_type = 0
    max_number_of_points = 7
    
    point.0 = 1, -20.178, 0, -2.28, 2500, 0, 0.55, 45, 0.40, 2.5, 0.80, 3, 3, 0, 150, 180
    point.1 = 1, 1.65, -5.75, -6.76, 3000, 1, 1.181, 0, 0.50, 2.5, 0.83, 7, 9, 2, 150, 180
    point.2 = 1, 1.65, 5.75, -6.76, 3000, 2, 1.181, 0, 0.50, 2.5, 0.83, 9, 7, 3, 150, 180
    point.3 = 2, 0, -17, 0.4, 1200, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0
    point.4 = 2, 0, 17, 0.4, 1200, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0
    point.5 = 2, -20.25, 0, 0, 2400, 0, 0, 0, 0, 0, 0, 0, 0, 9, 0, 0
    point.6 = 2,   2.41,  0.00, -2.08, 1200, 0, 0.00,  0.0, 0.00, 0.0, 0.00, 0.0,  0.0, 4
    Did you try that?

  3. #3
    In this case the FS9 contact points aren't tagged by class as they are in all CFS2 cfg's. All points listed have to be ID'd as either wheel, float or scrape point. Wheel is (1), scrape point is (2). The data below is taken directly from my own WWIIF P51D "Shomo":

    [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)

    static_pitch = 13.850
    static_cg_height = 6.520
    tailwheel_lock =0
    gear_system_type =1
    max_number_of_points =16
    point.0= 1, -13.884, 0.000, -3.550, 3000, 0, 0.550, 75.000, 0.250, 2.000, 0.800, 5.000, 4.000, 0, 148.0, 180.0 // (tailwheel)
    point.1= 1, 1.700, -5.915, -7.100, 6000, 1, 1.125, 0.000, 0.400, 2.500, 0.800, 7.000, 10.000, 2, 148.0, 180.0 // (Left main gear)
    point.2= 1, 1.700, 5.915, -7.100, 6000, 2, 1.125, 0.000, 0.400, 2.500, 0.800, 10.000, 7.000, 3, 148.0, 180.0 // (Right main gear)
    point.3= 2, 0.000, -18.228, -1.292, 1500, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 5
    point.4= 2, 0.000, -18.035, -1.330, 1500, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 5
    point.5= 2, 0.000, 18.032, -1.327, 1500, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 6
    point.6= 2, 0.000, 17.726, -1.369, 1500, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 6
    point.7= 2, -19.199, 0.000, -1.152, 1500, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 9
    point.8= 2, -19.803, 0.000, -1.011, 1500, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 9
    point.9= 2, -4.350, 0.000, -3.827, 1500, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0
    point.10= 2, -3.417, 0.000, -3.734, 1500, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0
    point.11= 2, -3.006, 0.000, -3.672, 1500, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0
    point.12= 2, 10.262, 0.000, -0.676, 1200, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 4
    point.13= 2, 2.994, 0.000, -2.975, 10000, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 4
    point.14= 2, 4.048, 0.000, -2.861, 1500, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 4
    point.15= 2, 5.915, 0.000, -2.548, 1500, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 4
    point.16= 2, 7.556, 0.000, -2.181, 1500, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 4
    point.17= 2, 8.990, 0.000, -5.114, 1500, 0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0

    "If you're in a fair fight, you didn't plan it right"


  4. #4

  5. #5
    Good hunting...

    "If you're in a fair fight, you didn't plan it right"


  6. #6
    Quote Originally Posted by bearcat241 View Post
    In this case the FS9 contact points aren't tagged by class as they are in all CFS2 cfg's. All points listed have to be ID'd as either wheel, float or scrape point. Wheel is (1), scrape point is (2). The data below is taken directly from my own WWIIF P51D "Shomo"
    Hah! now that's a strange one. How could it have worked even in Fs9 without ID's?
    BTW, what is the full name of the wop P-51D package?

    Thanks, Dave

  7. #7
    Well, my best guess is that FS9 and FSX have more advanced code for handling the assorted data compiled in the aircraft.cfg. We've seen evidence of this in the way Airwrench compiles cfgs and air files for FS9. So I would imagine that the "missing" class coding isn't an issue for FS9/FSX.

    As for the name of the WOP package, you want to seek "Wings of Power II: WWII Fighters"

    Includes the P-51D Mustang, Supermarine Spitfire Mk1B, Republic P-47D-20 Thunderbolt, Messerschmitt Bf109E-4 and a Mitsubishi A6M5 Zero.

    "If you're in a fair fight, you didn't plan it right"


  8. #8

    Cool

    Thanks for that info BC.

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