Bouncing on landing
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  1. #1
    SOH-CM-2024 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

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    SOH-CM-2024 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!

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    SOH-CM-2024 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-2024 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
    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.

  7. #7
    SOH-CM-2024 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!

  8. #8
    SOH-CM-2024 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:!


  9. #9
    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

  10. #10
    Quote Originally Posted by Cees Donker View Post


    Cees

    But for giving a phoney answer:!

    Careful, he might enjoy that sort of thing.
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