Bouncing on landing
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Thread: Bouncing on landing

  1. #1
    SOH-CM-2022 Cees Donker's Avatar
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    Bouncing on landing

    I got a plane that bounces too much on landing, even when I put her down ever so gently. Can this be cured /adapted in the cfg file or is it in the air file?

    Cees

  2. #2
    SOH-CM-2022 MrZippy's Avatar
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    What aircraft, Cees? Is she a tail-dragger or tricycle gear?
    Charlie Awaiting the new Microsoft Flight Sim and will eventually buy a new computer. Running a Chromebook for now!

  3. #3
    SOH-CM-2022 Cees Donker's Avatar
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    It's a taildragger and it's the Fokker C-X I'm converting.



    Cees

  4. #4
    Quote Originally Posted by Cees Donker View Post
    It's a taildragger and it's the Fokker C-X I'm converting.



    Cees
    What sim version?? FS or CS etc??

  5. #5
    SOH-CM-2022 Cees Donker's Avatar
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    Quote Originally Posted by Mike71 View Post
    What sim version?? FS or CS etc??
    FSX! What else? I am in the correct forum?



    Cees

  6. #6
    SOH-CM-2022 MrZippy's Avatar
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    Quote Originally Posted by Cees Donker View Post
    It's a taildragger and it's the Fokker C-X I'm converting.



    Cees
    Too much air pressure in the tires? Smear them with rubber cement and they'll stick to the runway!
    Charlie Awaiting the new Microsoft Flight Sim and will eventually buy a new computer. Running a Chromebook for now!

  7. #7
    Quote Originally Posted by Cees Donker View Post
    FSX! What else? I am in the correct forum?



    Cees
    OK - you likely can edit the aircraft.cfg file in the contact points section, probably the damping ratio of the main gear. It controls the "springy-ness" of the landing gear at touchdown. For your taildragger it normally should be lines 2 and 3 (MLG, line 1 is the tail wheel), but the order can be different, though I have never seen it.
    See this page for some insight.

    https://forum.flyawaysimulation.com/...nd-some-fixes/

    Further searches and experimenting will likely solve the problem (be patient). Also, set up a saved flight starting with a short final on speed and altitude. Reload and test will go much quicker.

    Not always a problem with taildraggers depending on the model but landing fast, or three point rather than on the backside of the mains can be a problem. DC-3s are a typical example.

    The aircraf.cfg section of the FSX/ FS2004/P3D SDK's have a great breakdown of the various parameters and what they do.

  8. #8
    Cees,

    If you use ACM (Aircraft Container Manager) you can have a visual guide to the aircraft. It's available over at Simviation.

    Since the model is FS9 originally, you can do the changes in ACM and then just copy/paste them over to the cfg for the FSX conversion using Notepad or something similar on the cfg file itself. The format is the same between the two.

    Some points to keep in mind with ACM:

    1. Zooming in/out is done by holding down the middle mouse button and sliding the mouse left/right. Can't use the roller. Takes getting used to, but not bad after a while.
    2. The best way to reset the contact points and scrapes (that I've found, anyway) is to reset the CG altitude and the Angle to "0" and work on the wheels from there.
    3. The static compression can be anything, but I've found that static compression at 0.25 and the ratio at 2.5 works well.
    4. For the oleo (shocks) I tend to use between 0.65 and 0.75, but any number less than 0.85 and greater than 0.5 seems to work well depending on how much "bounce" you want to have in the end.
    5. When lining up the wheels for the angle and cg height, remember to use the "light blue" points and NOT the main, "yellow" points. When you load up the aircraft and begin to mess with the points you'll see what I mean. The "blue line" is the cg height and should bisect the "blue points" that represent the aircraft sitting on the ground/ramp.

    The reason I mentioned this method is because all the points and cg and angles for the aircraft sitting on the ground have an interaction with each other. If you change one or two it may have an affect on the others, though sometimes you can get lucky.

    It's worked on the updates I've done so far. It shouldn't have any adverse effects on handling if using the default air file that comes with the aircraft since it's just changing the contact points.

    Good luck!

    Jorge
    Miami, FL

  9. #9
    SOH-CM-2022 Cees Donker's Avatar
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    Great info guys! Thank you!

    Cees

  10. #10
    SOH-CM-2022 Cees Donker's Avatar
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    Quote Originally Posted by MrZippy View Post
    Too much air pressure in the tires? Smear them with rubber cement and they'll stick to the runway!


    Cees

    But for giving a phoney answer:!


  11. #11
    Cees,

    Try this:

    [contact_points]

    //0 Class 0 = None
    // 1 = Wheel
    // 2 = Scrape
    // 3 = Skid
    // 4 = Float
    // 5 = Water Rudder
    //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/Floats
    point.0 = 1, -15.756, 0.0, -2.235, 1200, 0, 0.490, 60, 0.25, 2.5, 0.65, 0, 0, 0, 0, 0
    point.1 = 1, 4.859, -3.8, -7.180, 1600, 1, 1.337, 0, 0.25, 2.5, 0.65, 0, 0, 2, 0, 0
    point.2 = 1, 4.859, 3.8, -7.180, 1600, 2, 1.337, 0, 0.25, 2.5, 0.65, 0, 0, 3, 0, 0
    ;Scrapes
    point.3 = 2, 3.000, -19.750, 3.100, 800, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0
    point.4 = 2, 3.000, 19.750, 3.100, 800, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0
    point.5 = 2, 0.500, -17.025, -2.100, 800, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0
    point.6 = 2, 0.500, 17.025, -2.100, 800, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0
    point.7 = 2, -15.660, 0.000, -0.725, 800, 0, 0, 0, 0, 0, 0, 0, 0, 9, 0, 0
    point.8 = 2, 2.445, 0.000, -3.840, 800, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0

    max_number_of_points = 9

    static_pitch = 13.495
    static_cg_height = 5.375

    gear_system_type = 4 //0=Elec, 1=Hydraulic, 2=Pneumatic, 3=Manual, 4=None/Fixed
    tailwheel_lock = 1 // Boolean. DC-3 = 1 as example. Only applicable on tailwheel acft.

    It's just something I slapped together tonight, so haven't had a chance to try it out yet. It looked good in ACM, though.

    My formatting gets hosed on the board, but the numbers should work. It just doesn't look as "tidy" as it does in my cfg file.

    I noticed the CG position was at -1, 0, 0 in the cfg file, and the aerodynamic stuff (wings, empenage, etc) were a bit aft of where they were in the actual 3D model.

    The CG position sometimes - not always - affects the way the contact points interact in the sim. I know in a real aircraft it's always the case, but it's been hit-or-miss so far with FS9. Maybe FSX is a bit more realistic?

    Anyway, I can take a better look at it after work tomorrow if you would like and get you something you can better test in FSX by Saturday, but for now this should be good enough to see if it basically works.

    Good luck!

    Jorge
    Miami, FL

  12. #12
    Cees, As Jorge pointed out above, its usually the contact points compression ratio (//9 Max/Static Compression Ratio).

    In FS2002 and FS2004, its my experience that if the ratio for each "point" is greater than 1, the gear acts like a launch pad cannon when you try to land.

    I'm not sure why there are so many aircraft out there with hairy compression ratios, but I'm guessing its more normal for FSX?

    One thing you could check (I don't run any of the FSX series) is look at the .cfg file for a stock/default tail dragger and check that 10th variable for a good/better comp. ratio.


    I was planning to start a [contact points] thread in the FS2004/FS2002 forum if you folks want to dive deeper into it.
    If Jorge wants to be a part of it, that would be even better. There's a lot of info to cover.

  13. #13
    Quote Originally Posted by Sbob View Post
    If Jorge wants to be a part of it, that would be even better. There's a lot of info to cover.
    Count me in!

    Platinum Wings is supposed to be a general "upgrade" to FS9 in a vintage "look" more than anything else, but I did some testing in FSX a while back. If you guys can use some of the stuff for FSX that would be great!

    I have a feeling the CG's position is going to be a contributing factor in this one since it's longitudinal position is -1 and the wing's longitudinal position is aft of the 3D wing's one. That may work great for a custom air file, but somehow I have a feeling that this particular custom air file may not work too well in FSX. I hope I'm wrong since I know it takes a lot of work to get those things right, which is why I usually take a default one and "tweak" it with the cfg entries.

    I'll check on the CX later tonight after work, cooking dinner, etc.

    I'll report on whether it bounces in FS9 after the changes. If it doesn't, then it should be okay in FSX. If it does bounce, then I'll have to look at it with more detail in ACM to see what can be done with the CG and the aerodynamics.

    Fingers crossed!

    Jorge
    Miami, FL

  14. #14
    Quote Originally Posted by Cees Donker View Post


    Cees

    But for giving a phoney answer:!

    Careful, he might enjoy that sort of thing.
    My computer: ABS Gladiator Gaming PC featuring an Intel 10700F CPU, EVGA CLC-240 AIO cooler (dead fans replaced with Noctua fans), Asus Tuf Gaming B460M Plus motherboard, 16GB DDR4-3000 RAM, 1 TB NVMe SSD, EVGA RTX3070 FTW3 video card, dead EVGA 750 watt power supply replaced with Antec 900 watt PSU.

  15. #15
    Too much air pressure in the tires? Smear them with rubber cement and they'll stick to the runway!

    Be very careful with this one, sudden deceleration can cause head injuries

    TSquare

  16. #16
    Cees,

    Looked at the thing tonight.

    Seems everything was connected together -- CG, contacts, etc.

    Worked on it for a little while and came up with the following which seems MUCH better than the default. Let me know how it works on your FSX installation since I've done it in FS9:

    //========================

    [fltsim.0]
    title=Fokker CX 704
    sim=Fokker CX
    model=clean
    panel=
    sound=
    texture=704 //texture.xxx, etc
    kb_checklists=CX_check
    kb_reference=Cx_ref
    atc_airline=
    atc_flight_number=
    atc_heavy=0
    atc_id=
    atc_id_color=0x000000 //HEX color
    atc_id_font=Verdana,-11,1,600,0 //Font, Height (11, 12, etc), 1, "Heavyness", Italic flag
    atc_parking_types=
    atc_parking_codes=
    ui_manufacturer="Fokker"
    ui_type="C-X"
    ui_variation="704"
    description=Fokker CX reconnaisance/light bomber aircraft of the LVA, the Aviation section of the Dutch army, first flown in 1937.
    visual_damage=0

    [fltsim.1]
    title=Fokker CX 712
    sim=Fokker CX
    model=loaded
    panel=
    sound=
    texture=712 //texture.xxx, etc
    kb_checklists=CX_check
    kb_reference=Cx_ref
    atc_airline=
    atc_flight_number=
    atc_heavy=0
    atc_id=
    atc_id_color=0x000000 //HEX color
    atc_id_font=Verdana,-11,1,600,0 //Font, Height (11, 12, etc), 1, "Heavyness", Italic flag
    atc_parking_types=
    atc_parking_codes=
    ui_manufacturer="Fokker"
    ui_type="C-X"
    ui_variation="712"
    description=Fokker CX reconnaisance/light bomber aircraft of the LVA , the Aviation section of the Dutch army, first flown in 1937.
    visual_damage=0

    [fltsim.2]
    title=Fokker CX 713
    sim=Fokker CX
    model=nobombs
    panel=
    sound=
    texture=713 //texture.xxx, etc
    kb_checklists=CX_check
    kb_reference=Cx_ref
    atc_airline=
    atc_flight_number=
    atc_heavy=0
    atc_id=
    atc_id_color=0x000000 //HEX color
    atc_id_font=Verdana,-11,1,600,0 //Font, Height (11, 12, etc), 1, "Heavyness", Italic flag
    atc_parking_types=
    atc_parking_codes=
    ui_manufacturer="Fokker"
    ui_type="C-X"
    ui_variation="713"
    description=Fokker CX reconnaisance/light bomber aircraft of the LVA , the Aviation section of the Dutch army, first flown in 1937.
    visual_damage=0

    [General]
    atc_type=FOKKER
    atc_model=
    editable=1
    performance="Maximum Speed : 198 mph. 172 kts.\nEngine : 640-hp RR. Kestrel II\nMaximum Range : 207 mi \nService Ceiling : 22,500 ft \nFuel Capacity : 100 gal \nEmpty Weight : 3197 lb \nMaximum Gross Weight : 4960 lb \nLength : 28.87ft \nWingspan : 39.4ft \nHeight : 10.5ft "

    [forcefeedback]

    ;Default Parameters on all sections

    ;Stick Shaker Parameters
    stick_shaker_magnitude=5000
    stick_shaker_direction=0
    stick_shaker_period=111111

    ;Gear Bump Parameters
    gear_bump_nose_magnitude=3000
    gear_bump_nose_direction=18000
    gear_bump_nose_duration=250000
    gear_bump_left_magnitude=2700
    gear_bump_left_direction=9000
    gear_bump_left_duration=250000
    gear_bump_right_magnitude=2700
    gear_bump_right_direction=27000
    gear_bump_right_duration=250000

    ;Ground Bump Parameters
    ground_bumps_magnitude1=1300
    ground_bumps_angle1=08900
    ground_bumps_intercept1=3.0
    ground_bumps_slope1=0.20
    ground_bumps_magnitude2=200
    ground_bumps_angle2=09100
    ground_bumps_intercept2=1.075
    ground_bumps_slope2=0.035

    ;Crash Parameters
    crash_magnitude1=10000
    crash_direction1=01000
    crash_magnitude2=10000
    crash_direction2=9000
    crash_period2=75000
    crash_duration2=2500000

    [Reference Speeds]
    flaps_up_stall_speed = 46.0 //KTAS
    full_flaps_stall_speed = 39.2 //KTAS
    cruise_speed = 152 //KTAS
    max_indicated_speed = 210 //Vne; KIAS
    max_mach = 1.0 //Mmo

    [flight_tuning]

    ;Value of 1.0 is the baseline.
    ;1.1 increases by 10%.
    ;0.9 decreases by 10%.

    ;Flight Control Effectiveness Parameters
    elevator_effectiveness = 1.0 //Cmde
    aileron_effectiveness = 1.0 //Clda
    rudder_effectiveness = 1.0 //Cndr
    elevator_trim_effectiveness = 1.0 //Cmdetr
    aileron_trim_effectiveness = 1.0 //Cldatr
    rudder_trim_effectiveness = 1.0 //Cndrtr

    ;Stability Parameters
    pitch_stability = 1.0 //Cmq
    roll_stability = 1.0 //Clp
    yaw_stability = 1.0 //Cnr

    ;Lift Parameters
    cruise_lift_scalar = 1.0 //CL0

    ;High AoA Parameters
    hi_alpha_on_roll = 1.0
    hi_alpha_on_yaw = 1.0

    ;Propeller Induced Turning Effect Parameters
    p_factor_on_yaw = 0.5
    torque_on_roll = 0.8
    gyro_precession_on_roll = 0.5
    gyro_precession_on_yaw = 1.0

    ;Drag Parameters
    parasite_drag_scalar = 1.0 //Cd0
    induced_drag_scalar = 1.0 //Cdi

    [weight_and_balance]

    ;Dimensions: Lon, Lat, Ver

    max_gross_weight = 6393.398 //Pounds
    empty_weight = 3086.468 //Pounds (Acft less pax, cargo, and fuel).

    reference_datum_position = 0, 0, 0 //Feet
    empty_weight_CG_position = 2, 0, 0 //Feet

    station_load.0 = "200, -1.85, 0, 0.5, Pilot" //Pounds, Ft, Ft, Ft, String
    station_load.1 = "200, -4.35, 0, 0.5, Observer" //Pounds, Ft, Ft, Ft, String

    max_number_of_stations = 2 //Max number of stations to look for/show.

    ;Moments of Inertia
    ;MOI=EmptyWeight*(D^2/K)

    empty_weight_pitch_MOI = 3479 //slug-ft^2
    empty_weight_roll_MOI = 2575 //slug-ft^2
    empty_weight_yaw_MOI = 4870 //slug-ft^2
    empty_weight_coupled_MOI = 0 //slug-ft^2

    [fuel]
    ;Lon, Lat, Ver in feet, usable in usgal, un-usable in usgal

    Center1 = 2.75, 0, 0, 99, 0
    ;Center2 = 0, 0, 0, 0, 0
    ;Center3 = 0, 0, 0, 0, 0
    ;LeftMain = 0, 0, 0, 0, 0
    ;LeftAux = 0, 0, 0, 0, 0
    ;LeftTip = 0, 0, 0, 0, 0
    ;RightMain = 0, 0, 0, 0, 0
    ;RightAux = 0, 0, 0, 0, 0
    ;RightTip = 0, 0, 0, 0, 0
    ;External1 = 0, 0, 0, 0, 0
    ;External2 = 0, 0, 0, 0, 0

    fuel_type = 1 //1=AvGas; 2=JetA

    number_of_tank_selectors = 1 //Max 4; <=# of engines

    electric_pump = 1 //Boolean. Only 1 allowed.

    ;added by air file?
    ;only in FSX SDK, but may be undocumented feature of FS2004.
    engine_driven_pump = 1
    manual_transfer_pump = 0 //Lockheed_Vega has one.
    anemometer_pump = 0 //Vickers_Vimy has one. Needs anemometer entry below.

    [GeneralEngineData]

    engine_type = 0 //0=Piston; 1=Jet; 2=None; 3=Helo-Turbine; 4=Rocket

    engine.0 = 7.5, 0, 0 //lat, lon, ver
    ;engine.1 = //lat, lon, ver
    ;engine.2 = //lat, lon, ver
    ;engine.3 = //lat, lon, ver

    fuel_flow_scalar = 1.38 //1.0=normal; 0.9=10% less; 1.1=10% more
    min_throttle_limit = 0.0 //0=normal; -0.25=rev thrust of 25% (jets/turboprops)

    max_contrail_temperature = -5 //vapor trail temp in C*.
    master_ignition_switch = 0 //Boolean.

    [piston_engine]

    power_scalar = 1.0 //Percent up or down. 1.0=baseline
    cylinder_displacement = 108.012 //Cubic Inches.
    compression_ratio = 6.0 //From Engine Info
    number_of_cylinders = 12 //Total number of cylinders
    number_of_magnetos = 2 //1 or 2 per engine.
    max_rated_rpm = 2900 //Red Line RPM
    max_rated_hp = 658.4418 //Max rated BHP
    fuel_metering_type = 1 //0=Fuel Inj; 1=Gravity Carb; 2=Aerobatic
    cooling_type = 1 //0=Air; 1=Liquid
    normalized_starter_torque = 0.0792 //Torque to start eng. Normally 0.3

    turbocharged = 1 //Boolean.
    max_design_mp = 54 //Max MP given by turbocharger in inHg
    min_design_mp = 10 //Min MP in inHg
    critical_altitude = 14435.65 //Alt where TC will give max MP in feet.

    emergency_boost_type = 0 //0=None; 1=Water; 2=Water/Meth; 3=WEP
    emergency_boost_mp_offset = 0 //Additional MP supplied by boost.
    emergency_boost_gain_offset = 0 //Multipier on MP from boost.

    fuel_air_auto_mixture = 0 //Boolean
    auto_ignition = 0 //Boolean

    max_rpm_mechanical_efficiency_scalar = 1.0 //Percentage scale as above.
    idle_rpm_mechanical_efficiency_scalar = 1.0 //Percentage scale as above.
    max_rpm_friction_scalar = 1.0 //Percentage scale as above.
    idle_rpm_friction_scalar = 1.0 //Percentage scale as above.

    ;Not in SDK but placed in cfg file automatically somehow.
    BestPowerSpecificFuelConsumption = 0.5 //Unknown. Default: 0.5
    detonation_onset = 46.2 //MP where detonation starts? Unconfirmed. Default: 37.4

    [propeller]

    thrust_scalar = 1.0 //Scalar as above.
    propeller_type =1
    propeller_diameter =10.900000
    propeller_blades =4
    propeller_moi =20.2584375

    beta_max =22.000000
    beta_min =20.000000
    min_gov_rpm =0.000000
    prop_tc =0.000000

    gear_reduction_ratio =1.580000
    fixed_pitch_beta =21.000000
    low_speed_theory_limit =80.000000

    prop_sync_available =0
    prop_deice_available =0

    prop_feathering_available = 0 //Boolean
    prop_auto_feathering_available = 0 //Boolean

    min_rpm_for_feather = 0 //Min RPM at which feathering possible.
    beta_feather = 0 //Prop angle when feathered.
    power_absorbed_cf = 0 //Coefficient. NFI.

    defeathering_accumulators_available = 0 //Boolean to come out of feather.
    feathering_switches = 0 //Boolean as in DC-3.

    prop_reverse_available = 0 //Scalar where 0=None and 1.0=100% prop thrust.
    minimum_on_ground_beta = 0 //Min blade angle on ground.
    minimum_reverse_beta = 0 //Min blade angle in rev.

    number_of_propellers = 1 //Generally same as eng.

    ;Generally the same lon, lat, ver, as the eng.
    engine_map = 0,1,2,3 //Engine Map (0,1,2,3)
    propeller.0 = 11.25,0,0 //lon, lat, ver
    ;propeller.1 = //lon, lat, ver
    ;propeller.2 = //lon, lat, ver
    ;propeller.3 = //lon, lat, ver

    ;Used by many to change animation of prop w/o affecting physics.
    prop_anim_ratio = 0.96 //Not in SDK.

    ;FS2004 was last to use to tell sim which way to spin prop.
    ;Doesn't affect the physics.
    ;Found in Vickers_Vimy.
    rotation = 1, 1, 1, 1 //Neg is British-style; Pos is American-style

    ;[TurbineEngineData]

    ;fuel_flow_gain = 0.0025 //Fuel flow gain constant. 0.0025 standard.
    ;inlet_area = 4.2895 //Engine nacelle inlet area square feet.
    ;rated_N2_rpm = 29920 //2nd stage (N2) max rated RPM. 29920 standard.
    ;static_thrust = 3500 //Max rated thrust lbs at sea level. Turboprops generally about 150.
    ;afterburner_available = 0 //Boolean
    ;reverser_available = 0 //Scalar where 0 is none and 1.0 is theoretical normal.

    ;[jet_engine]

    ;thrust_scalar = 1.0 //Scales calculated thrust from data in [TurbineEngineData] section.

    ;[turboprop_engine]

    ;power_scalar = 1.0 //Same as other sections. Power available to turn prop.
    ;maximum_torque = 3270 //Max shaft torque in ft-lbs.

    [contact_points]

    //0 Class 0 = None
    // 1 = Wheel
    // 2 = Scrape
    // 3 = Skid
    // 4 = Float
    // 5 = Water Rudder
    //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/Floats
    point.0 = 1, -15.756, 0.0, -2.235, 1200, 0, 0.490, 60, 0.25, 2.5, 0.65, 0, 0, 0, 0, 0
    point.1 = 1, 4.859, -3.8, -7.180, 1600, 1, 1.337, 0, 0.25, 2.5, 0.65, 0, 0, 2, 0, 0
    point.2 = 1, 4.859, 3.8, -7.180, 1600, 2, 1.337, 0, 0.25, 2.5, 0.65, 0, 0, 3, 0, 0
    ;Scrapes
    point.3 = 2, 3.000, -19.750, 3.100, 800, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0
    point.4 = 2, 3.000, 19.750, 3.100, 800, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0
    point.5 = 2, 0.500, -17.025, -2.100, 800, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0
    point.6 = 2, 0.500, 17.025, -2.100, 800, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0
    point.7 = 2, -15.660, 0.000, -0.725, 800, 0, 0, 0, 0, 0, 0, 0, 0, 9, 0, 0
    point.8 = 2, 2.445, 0.000, -3.840, 800, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0

    max_number_of_points = 9

    static_pitch = 13.455
    static_cg_height = 6.075

    gear_system_type = 4 //0=Elec, 1=Hydraulic, 2=Pneumatic, 3=Manual, 4=None
    tailwheel_lock = 1 // Boolean. DC-3 = 1 as example. Only applicable on tailwheel acft.

    [gear_warning_system]
    gear_warning_available = 0 //0=None, 1=Normal (Land), 2=Amphib (Water)
    pct_throttle_limit = 0 //Percent below which alarm goes off. 0.0 - 1.0 range.
    flap_limit_idle = 0 //Deflection which sets off alarm when throttle at idle.
    flap_limit_power = 0 //Flap limit above which alarm sounds regardless of power setting.

    [brakes]
    parking_brake = 1 //Boolean
    toe_brakes_scale = 0.65 //Scaler as above.
    differential_braking_scale = 1.0 //Scaler as above.

    ;Not in SDK, but entered by air file.
    auto_brakes = 0 //Boolean.
    hydraulic_system_scalar = 0.0 //Same as above.

    [airplane_geometry]
    wing_area = 339.0632 //Square feet
    wing_span = 36.90934 //Feet
    wing_root_chord = 6.5 //Feet
    wing_dihedral = 3 //Degrees
    wing_incidence = 0.0 //Degrees
    wing_twist = 0.0 //Degrees
    oswald_efficiency_factor = 0.65 //Measure of lift effeciency of wing
    wing_winglets_flag = 0 //Are winglets available?
    wing_sweep = 3 //Degrees, wing leading edge

    wing_pos_apex_lon = 4.15 //Feet, longitudinal distance from reference point, negative going aft
    wing_pos_apex_vert = 0 //Feet, vertical distance from reference point, positive going up

    htail_area = 53.04 //Square feet
    htail_span = 14.33 //Feet

    htail_pos_lon = -12.415 //Feet, longitudinal distance from reference point, negative going aft
    htail_pos_vert = 0.94 //Feet, vertical distance from reference point, positive going up

    htail_incidence = 0.00 //Degrees
    htail_sweep = 16.33 //Degrees, horizontal tail leading edge

    vtail_area = 13.71 //Square feet
    vtail_span = 4.63 //Feet, tip to body
    vtail_sweep = 29 //Degrees, vertical tail leading edge

    vtail_pos_lon = -12.25 //Feet, vertical distance from reference point, positive going up
    vtail_pos_vert = 0.94 //Feet

    elevator_area = 26.52 //Square feet
    aileron_area = 18.59 //Square feet
    rudder_area = 6.85 //Square feet

    elevator_up_limit = 30 //Degrees
    elevator_down_limit = 20 //Degrees
    aileron_up_limit = 18 //Degrees
    aileron_down_limit = 18 //Degrees
    rudder_limit = 20 //Degrees
    elevator_trim_limit = 19.5 //Degrees

    spoiler_limit = 0 //Degrees

    spoilerons_available = 0 //Spoilerons Available?
    aileron_to_spoileron_gain = 0 //Aileron to spoileron gain
    min_ailerons_for_spoilerons = 0 //Degrees
    min_flaps_for_spoilerons = 0 //Minimum flap handle position when spoilerons activate

    aileron_to_rudder_scale = 0 //Ratio of rudder to aileron imput. 0.4 would mean 40% rudder imput for 100% aileron imput.

    ;Not in SDK. Entered by air file.
    spoiler_extension_time = 0 //Sec.
    spoiler_handle_available = 0 //Boolean.
    auto_spoiler_available = 0 //Boolean.
    positive_g_limit_flaps_up = 10.5 //Load Factor.
    negative_g_limit_flaps_up = -5 //Load Factor.
    positive_g_limit_flaps_down = 10.5 //Load Factor.
    negative_g_limit_flaps_down = -5 //Load Factor.
    load_safety_factor = 1.0 //Load Factor. Generally 1.0
    aircraft_length = 26.5 //Feet.
    nose_position_lon = 10.75 //Feet.

    [flaps.0]
    type = 1 //1=Trailing, 2=Leading
    span-outboard = 0 //0.0 .. 1.0
    extending-time = 0 //seconds

    flaps-position.0 = 0 // degrees
    flaps-position.1 = 0 // degrees

    damaging-speed = 0 // KIAS
    blowout-speed = 0 // KIAS

    lift_scalar = 0 // % of total lift at full deflection.
    drag_scalar = 0 // % of total drag at full deflection.
    pitch_scalar = 0 // % of total pitch at full deflection.
    system_type = 4 //1=Hyd, 2=Pneu, 3=Man, 4=None

    [electrical]
    ;
    ;Default min voltage = 0.7 * Max Batt Voltage.
    ;16.8 MinVolts for 24V Battery.
    ;Bustype
    ;0 = Main Bus
    ;1 = Avionics Bus
    ;2 = Battery Bus
    ;3 = Hot Battery Bus
    ;4 = Gen/Alt Bus #1 (Engine#1)
    ;5 = Gen/Alt Bus #2 (Engine#2)
    ;6 = Gen/Alt Bus #3 (Engine#3)
    ;7 = Gen/Alt Bus #4 (Engine#4)

    max_battery_voltage = 24.0 //Max volts for battery
    generator_alternator_voltage = 28.0 //Volts provided by generator/alternator
    max_generator_alternator_amps = 60.0 //Amps provided by generator/alternator
    engine_generator_map = 1, 0, 0, 0 //Boolean flag determining what eng have a gen/alt on them.
    electric_always_available = 0 //Boolean. If (1), elec always available.

    flap_motor = 0, 5, 17 //Bustype, max amp load, min volt required.
    gear_motor = 0, 5, 17
    autopilot = 0, 5, 17
    avionics_bus = 0, 10, 17
    avionics = 1, 5, 17
    pitot_heat = 0, 2, 17
    additional_system = 0, 20, 17
    marker_beacon = 1, 2, 17
    gear_warning = 0, 2, 17
    fuel_pump = 0, 5, 17

    starter1 = 0, 20, 17
    starter2 = 0, 20, 17
    starter3 = 0, 20, 17
    starter4 = 0, 20, 17

    light_nav = 0, 5, 17
    light_beacon = 0, 5, 17
    light_landing = 0, 5, 17
    light_taxi = 0, 5, 17
    light_strobe = 0, 5, 17
    light_panel = 0, 5, 17
    light_cabin = 0, 5, 17

    prop_sync = 0, 15, 17
    auto_feather = 0, 15, 17
    auto_brakes = 0, 15, 17

    standby_vacuum = 0, 15, 17

    hydraulic_pump = 0, 2, 17
    fuel_transfer_pump = 0, 5, 17

    propeller_deice = 0, 5, 17

    light_recognition = 0, 5, 17
    light_wing = 0, 5, 17
    light_logo = 0, 5, 17

    directional_gyro = 0, 5, 17
    directional_gyro_slaving = 0, 5, 17

    [pitot_static]
    vertical_speed_time_constant = 1 //Increasing this value will cause a more instantaneous reaction in the VSI

    ;Not in SDK. Put in by air file.
    pitot_heat = 1 //Boolean.

    [exits]
    number_of_exits = 1 //Total number.
    exit_rate.0 = 0.4 //Percent per second.

    [Views]
    eyepoint = -2.0, 0.0, 2.0 //lon, lat, ver

    [lights]
    ;
    ;1 Beacon
    ;2 Strobe
    ;3 Navigation or Position
    ;4 Cockpit
    ;5 Landing
    ;6 Taxi
    ;7 Recognition
    ;8 Wing
    ;9 Logo
    ;10 Cabin
    ;
    light.0 = 3, 2.84, -19.42, 3.60, fx_navred //bus, lon, lat, ver, effect
    light.1 = 3, 2.84, 19.42, 3.60, fx_navgre //bus, lon, lat, ver, effect
    light.2 = 3, -11.24, 0.00, 1.86, fx_navwhi //bus, lon, lat, ver, effect
    light.3 = 4, -0.75, 0.00, 1.00, fx_vclight //bus, lon, lat, ver, effect

    [keyboard_response]
    ;Default values throughout
    //Breakpoint speeds (knots) on the keyboard increments of control surfaces.
    //Speed at which the incremenet is reduced to 1/2 and 1/8 respectively.
    elevator = 150, 250 //Square feet
    aileron = 150, 250 //Square feet
    rudder = 150, 250 //Square feet

    [Radios]
    // Radio Type = availiable, standby frequency, has glide slope
    Audio.1 = 1
    Com.1 = 1, 0
    Com.2 = 1, 0
    Nav.1 = 1, 0, 1
    Nav.2 = 1, 0, 0
    Adf.1 = 1
    Adf.2 = 1
    Transponder.1 = 1
    Marker.1 = 1

    [smokesystem]
    ;smoke.0 = 0, 0, 0, fx_smoke_w //long, lat, vert position

    [effects]
    wake = fx_wake
    water = fx_spray
    waterspeed = fx_spray
    dirt = fx_tchdrt
    concrete = fx_sparks
    touchdown = fx_tchdwn_s, 1
    Contrail = fx_smoke_medium //contrail effect with temp setting above.
    startup = fx_engstrt_vega
    ;landrotorwash = //Helo only
    ;waterrotorwash = //Helo only

    windshield_rain_effect_available = 1 // rain effect during bad weather on 2D panel.

    [hydraulic_system]
    engine_map = 1, 0, 0, 0 //Boolean to engines; 1-4.
    normal_pressure = 732 //Normal pressure in psi.
    electric_pumps = 0 //Num of elec pumps acft equipped with.

    [stall_warning]
    ;0=None; 1=Suction; 2=Electric
    type = 1 //Fuel type: 1 = Avgas, 2 = JetA
    stick_shaker = 0 //0 - 10000. Not in SDK. Entered by air file.

    [anemometers]
    ;Not in SDK. Assume=Lon, Lat, Ver.
    ;From Spirit_of_St_Louis cfg file.
    anemometer.0 = 27, 0.0, -15

    [direction_indicators]
    ;Type: 0=None, 1=Vac, 2=Elec, 3=Electro-Mag Slaved Compass, 4=Slaved to another.
    ;Number: Indicator number of slaving indicator if Type = 4
    ;Theoretically can have (5) types including an earth induction compass.

    ;Type, Number
    direction_indicator.0=2,0 //Type, Slaved to if applicable.

    ;Not in SDK. Used in Spirit_of_St_Louis.
    induction_compass.0=2 //1=Electric, 2=Anemometer Driven

    [attitude_indicators]
    attitude_indicator.0 = 2 //0=None; 1=Vacuum; 2=Electric

    [turn_indicators]
    turn_indicator.0 = 2 //0=None; 1=Vacuum; 2=Electric

    [airspeed_indicators]
    airspeed_indicator.0 = 1.0, 0.0 //Scalar then Offset for CAS to IAS

    ;Scalar is percentage with 1.0 being normal (x1).
    ;Offset is in knots.

    [autopilot]

    ;General
    autopilot_available = 1 //Boolean.
    flight_director_available = 0 //Boolean.
    attitude_indicator = 0 //Which att ind referenced by AP. (0,1,2, etc.)
    direction_indicator = 0 //Which dir ind referenced by AP. (0,1,2, etc.)

    ;Vertical Modes
    ;0=None; 1=Pitch Hold; 2=Altitude Hold
    default_pitch_mode = 2 //0=None, 1=Pitch, 2=Alt.
    pitch_takeoff_ga = 8 //Degrees
    max_pitch = 10 //Degrees
    max_pitch_acceleration = 1.0 //Degrees/sec^2
    max_pitch_velocity_lo_alt = 2.0 //Degrees/sec
    max_pitch_velocity_hi_alt = 1.5 //Degrees/sec
    max_pitch_velocity_lo_alt_breakpoint = 20000 //Feet
    max_pitch_velocity_hi_alt_breakpoint = 28000 //Feet
    default_vertical_speed = 500 //Feet/min

    ;Lateral Modes
    ;0=None; 1=Wing Level; 2=Current Hdg
    default_bank_mode =2 //0=None, 1=Leveler, 2=Hdg
    max_bank =20 //Max bank for AP.
    max_bank_acceleration =1.8 //degrees/sec squared.
    max_bank_velocity =3.0 //degrees/sec
    yaw_damper_gain =0 //proportional gain on yaw damper yaw rate error.

    ;Speed Modes
    autothrottle_available = 0 //Boolean
    autothrottle_arming_required = 0 //Boolean
    autothrottle_max_rpm = 90 //% of max eng speed to maintain at any time.
    autothrottle_takeoff_ga = 0 //Boolean
    max_throttle_rate = 0.1 //Percent of full throttle movement in % per second.

    ;Navigation Modes
    ;
    ;Proportional/Integral/Derivative (PID) Controllers
    ;Setting to "0" disables component.
    ;
    nav_proportional_control = 9 //This is a "constant"
    nav_integrator_control = 0.25 //This is a "constant"
    nav_derivative_control = 0 //This is a "constant"

    nav_integrator_boundary = 2.5 //Degrees
    nav_derivative_boundary = 0 //Degrees. Inactive here.

    gs_proportional_control = 9.52 //This is a "constant"
    gs_integrator_control = 0.26 //This is a "constant"
    gs_derivative_control = 0 //This is a "constant"

    gs_integrator_boundary = 0.7 //Degrees
    gs_derivative_boundary = 0 //Degrees. Inactive here.

    ;Misc Default AP Modes
    ;Legacy FS2002 still supported in FS2004.
    ;These are over-ridden above.
    ;May be commented or omitted, but if here must be set to "0".
    use_no_default_pitch = 0
    use_no_default_bank = 0

    ;The following are not in the SDK.
    ;Many are added by air file after acft loaded in the sim.
    ;Cleaned up for better readability and editing if needed.
    ;Some covered in FSX SDK in some cases.
    ;Some are from CFS2.
    ;May have limited use for FS2004, but have seen in some aircraft.

    [folding_wings]
    ;One of:
    ;0: None (the default)
    ;1: Manual
    ;2: Pneumatic
    ;3: Electrical
    ;4: Hydraulic

    wing_fold_system_type = 0 //From above.
    fold_rates = 0 //Percent per second.

    [TailHook]
    tailhook_length = 0 //(feet)
    tailhook_position = 0,0,0 //(feet) longitudinal, lateral, vertical positions from datum
    cable_force_adjust = 1.0 //Generally 1.0

    [GPWS]
    max_warning_height = 0 //Height below which system is active.
    sink_rate_fpm = -1500 //Warning active.
    excessive_sink_rate_fpm = -2000 //Urgent warning active.
    climbout_sink_rate_fpm = -100 //During climbout.
    flap_and_gear_sink_rate_fpm = -100 //During climbout.

    [Water Ballast System]
    ;Default FSX Sailplane.
    tank.0 = 0, 0, 0
    tank.1 = 0, 0, 0
    tank.2 = 0, 0, 0
    tank.3 = 0, 0, 0
    tank.4 = 0, 0, 0
    tank.5 = 0, 0, 0

    NumberOfReleaseValves = 0 //Valves on aircraft.
    DumpRate = 0.0000 //Rate (Gallons/Second)

    [pneumatic_system]
    max_pressure = 0 //System PSI.
    bleed_air_scalar = 1 //Ratio from engines to system.

    [deice_system]
    ;
    ;Type of deicing system available.
    ;0 = None
    ;1 = Heated Leading Edge
    ;2 = Bleed Air Boots
    ;3 = Eng Pump Boots.
    structural_deice_type = 0

    [vacuum_system]
    ;
    ;Type:
    ;0 = None
    ;1 = Engine pump (default)
    ;2 = Pneumatic
    ;3 = Venturi
    max_pressure = 5.15 //System PSI.
    vacuum_type = 1 //Type from list above.
    electric_backup_pressure = 0 //PSI provided by electric backup if it's installed.
    engine_map = 1, 0, 0, 0 //Boolean for each engine.

    [yaw_string]
    yaw_string_available = 0 //Boolean. Used in FSX glider.

    [AirWrench]
    Aircraft_Length=33.15000
    Vmax_sl=230.00000
    Vmax_ca=236.10000
    V_rc=108.70000
    Climb_Rate=3512.60000
    Climb_Weight=4121.00000
    Max_gforce=3.70000
    Emergency_hp=640.00000
    VSI_Weight=3527.00000
    static_margin=0.13000
    nose_position_lon=11.60000
    ActualIncidence=0.00000
    ActualTwist=0.00000
    ActualTailIncidence=0.00000
    Aircraft_Type=2
    FlowCorrection=1.00000
    ReheatCutoff=1.20000
    OptimumMach=0.90000
    Power_Calibration=1.00000
    IdleRPM=725.00000
    piston_research=0.00000
    JetAltitude=0.00000
    turboprop_critical_altitude=0.00000
    target_roll_Vopt=152.00000
    target_roll_rate=46.00000
    pitch_damping=1.00000
    yaw_damping=1.00000
    weathervane=1.00000
    elevator_scalar=1.00000
    aileron_scalar=1.00000
    rudder_scalar=1.00000
    dihedral_scalar=1.00000
    sideslip_scalar=1.00000
    prop_yaw_damping_scalar=1.00000
    Elevator_FF=130.00000
    Aileron_FF=-150.00000
    Roll_Response=30.00000
    Adverse_Yaw=100.00000
    Control_Response=100.00000
    V_Max_Control=241.66359
    V_Zero_Control=483.32718
    V_Max_RdrControl=241.66359
    V_Zero_RdrControl=483.32718
    Spin_Stability=100.00000
    Roll_Off=0.00000
    glide_ratio=22.63776
    CritAoA=16.00000
    ClAoA_k0=1.00000
    ClAoA_k1=1.00000
    ClAoA_k2=0.85000
    ClAoA_k3=0.80000
    Elevator_Propwash=1.00000
    Rudder_Propwash=1.00000
    afterburner_thrust=0.00000
    prop_design_altitude=5000.00000
    prop_material_type=1
    protect_airfile=0
    spoiler_type=0
    spoiler_cd=0.00000
    spoiler_cl=0.00000
    spoiler_cm=0.00000
    auto_flaps_enabled=0
    flaps_type=1
    flaps_cd_scalar=0.64300
    flaps_cm_scalar=0.08000
    vfe_enabled=0
    gear_cd_scalar=0.12000
    gear_cm_scalar=0.00000
    critical_mach_number=0.80000
    max_mach_cd0=60
    direct_edit_drag=0
    cylinder_head_temperature=501.00000
    exhaust_gas_temperature=1201.00000
    fuel_pressure=16.50000
    oil_pressure=45.00000
    oil_temperature=241.00000
    radiator_temperature=211.00000
    lo_rpm_friction=1.00000
    hi_rpm_friction=1.00000
    exhaust_pressure_ratio=0.00000
    interstage_turbine_temperature=-459.00000
    knots_flag=0
    cfs1_flag=0
    cfs2_flag=0
    AI_flag=0
    edit_tp_torque=0
    direct_edit_mach=0
    direct_edit_2dtab=0
    fixed_wing_pos=0
    range_est_alt=12000.00000
    range_est_rpm=2900.00000
    range_est_mp=25.00000
    range_est_fuel=99.00000
    contact_light_flags=0

    //========================

    I basically just kept the air file that came with it and tweaked some things in the cfg file after running it through ACM first. I basically have a template I use to update the cfg file. I just comment out what I don't need. Helps when messing with Whittle, Me262, Salamander, and the like since I don't have to look around the SDK for jet stuff.

    I think the AirWrench stuff from the original cfg file over-wrote my comments in the prop section, but the plane handles similar to the original upload. It just doesn't bounce all over the place.

    I also found that I get a nice "wobble" when idling the engine on the ground in the VC if using active camera. Not sure if it will do the same with the FSX version of the head shake. The wobble goes away with power added. I noticed the same thing with the Northrop Alpha update I did a while back, but I thought it was something I did wrong. Turns out it may have to do with separating the engine from the prop location. Now you can make it feel like you're in an airplane with an engine running!

    Let us know how this works with FSX!

    Regards,

    Jorge
    Miami, FL

  17. #17
    SOH-CM-2022 Cees Donker's Avatar
    Join Date
    Jun 2005
    Location
    Zoetermeer, Netherlands
    Age
    66
    Posts
    4,429
    Jorge,

    That is so much better! I only had to adjust the height of the contact points. The bouncing is gone! Thank you so much!



    Cees

    You have a PM.

  18. #18
    Cees,

    Got the message. Check PM's.

    Jorge
    Miami, FL

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