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Navy Chief
December 19th, 2009, 17:52
Ok,

Sometime back, I remember seeing a download somewhere which would alter the parking brake strength, so you could power up, and the aircraft would stay put. Take for example the default Hornet. If you add full thrust, it will start to move. Maybe that is realistic; I don't know. But I don't want it moving until I release that brake!

I found this file:

<center>FSX - FSX Panels </center> <center>FSX Panel--Park Brake Fix Gauge
</center> <center> [ Download (http://www.flightsim.com/kdl.php?fid=124371) | View (http://www.flightsim.com/zview.php?cm=list&fid=124371) ] </center>
Name: brakefx2.zip (http://www.flightsim.com/kdl.php?fid=124371) Size: 64,511 Date: 06-19-2008 Downloads: 797
http://www.flightsim.com/n/brakefx2.gif FSX Panel--Park Brake Fix Gauge v2. An XML coded gauge that installs anywhere on any panel in FSX. It will stop the aircraft rolling at all power settings to allow engine runups. Version 2 is more stable when active and will allow normal acceleration when released. Also freeze functions will only activate below 1 knot GS so park brake can be used for emergencies in the normal way. By David Ranieri.

I downloaded it, and applied it to the default Hornet, but the aircraft STILL moves. Am sure I modified the .cfg file properly, so no clue what I did wrong.

Can someone please tell me how to change/modify the .cfg file to make the aircraft stay put?

Thanks.

NC

Piglet
December 19th, 2009, 18:35
Wish I knew an answer. Maybe simply set brake strength really high?
FS has always had bad ground handling coding.:isadizzy:

cheezyflier
December 19th, 2009, 22:11
Ok,

Sometime back, I remember seeing a download somewhere which would alter the parking brake strength, so you could power up, and the aircraft would stay put. Take for example the default Hornet. If you add full thrust, it will start to move. Maybe that is realistic; I don't know. But I don't want it moving until I release that brake!

I found this file:

<center>FSX - FSX Panels </center> <center>FSX Panel--Park Brake Fix Gauge
</center> <center> [ Download (http://www.flightsim.com/kdl.php?fid=124371) | View (http://www.flightsim.com/zview.php?cm=list&fid=124371) ] </center>
Name: brakefx2.zip (http://www.flightsim.com/kdl.php?fid=124371) Size: 64,511 Date: 06-19-2008 Downloads: 797
http://www.flightsim.com/n/brakefx2.gif FSX Panel--Park Brake Fix Gauge v2. An XML coded gauge that installs anywhere on any panel in FSX. It will stop the aircraft rolling at all power settings to allow engine runups. Version 2 is more stable when active and will allow normal acceleration when released. Also freeze functions will only activate below 1 knot GS so park brake can be used for emergencies in the normal way. By David Ranieri.

I downloaded it, and applied it to the default Hornet, but the aircraft STILL moves. Am sure I modified the .cfg file properly, so no clue what I did wrong.

Can someone please tell me how to change/modify the .cfg file to make the aircraft stay put?

Thanks.

NC


the real life hornet has 2 very powerful jet engines. at full throttle, i would suspect that even if you could pin-lock the wheels, with hot, under inflated tires, on hot asphalt, it still wouldn't hold position. stood on it's end i bet it would launch. :icon_lol:

Navy Chief
December 20th, 2009, 12:10
Does anyone know if the parking brake strength can be adjusted through the aircraft.cfg file? And if so, how?

NC

Navy Chief
December 20th, 2009, 13:55
Problem solved. I had added the new entries in the wrong place in the panel.cfg file. Works just fine now. Aircraft doesn't move an inch until I release that Parking brake. Almost as if there were High Power tiedowns on it!

NC

harleyman
December 20th, 2009, 14:49
:applause:


I had no clue so I kept my mouth shut..Yes..it was hard to do...LOL

jmig
December 20th, 2009, 15:47
When I was flying the technique was to run the power up to 80% and then check engine instruments.

If all looked good, release brakes and smoothly go to 100% then AB, watching for a full nozzle swing.

After that it was look for calculated rotate speed.

I assume it is still basically done the same way. That is what I use in FSX.

Funny how old habits are hard to break, I still look at the engine instruments before releasing brakes and mentally say, "Engine instruments good", even though I know in FSX they will be good.

fliger747
December 20th, 2009, 15:54
Even the 747 can overpower the brakes on dry pavement... without "reheat". FSX lowered the friction coefficent from FS9 which had a very high value. It does have a bit too much of a tendency to lock the brakes and skid the wheels. This is a bit irritating on aircraft that should be modeled with anti-lock brakes.

T

Navy Chief
December 20th, 2009, 16:29
I don't know if it was fleet-wide required or not, but I remember the F-4 Phantom pilots at Patuxent River (way back in the early 1970s) would run up each of engines one at a time at the end of the runway before takeoff.

It made one heck of a noise....

Loved it.

NC

Navy Chief
January 15th, 2014, 11:07
Well folks, I am in need of the Parking Brake Fix file(mentioned earlier in this thread) that used to be available for download, but apparently no longer is; leastwise not at Flightsim.com, and have not found elsewhere either.

By any chance, does anyone in SOH have this fix, or know where I can download it? Thanks. NC

DaveWG
January 15th, 2014, 11:19
It is still at Flightsim.com

http://www.flightsim.com/vbfs/fslib.php?searchid=19628005
(http://www.flightsim.com/vbfs/fslib.php?searchid=19628005)
If that link doesn't work, do a search for the author, David Ranieri

Paul Anderson
January 15th, 2014, 11:30
In the aircraft.cfg there is a section [brakes].

Try adjusting the value:
toe_brakes_scale=1.0

up/down to a value where it doesn't move when brakes applied and does not appear excessive when used on landing (faceplants are not desirable :o).

Navy Chief
January 15th, 2014, 13:10
In the aircraft.cfg there is a section .

Try adjusting the value:
toe_brakes_scale=1.0

up/down to a value where it doesn't move when brakes applied and does not appear excessive when used on landing (faceplants are not desirable :o).


Thanks Paul!

If I am unable to fix it with the file I was searching for (found it, finally!) I will try adjusting the parameters in the .cfg file. Here is the file I found on Flightsim.com:


<tbody>
<center>FSX - FSX Panels</center> <center>[B]FSX Panel--Park Brake Fix Gauge
</center> <center> [ Download (http://www.flightsim.com/vbfs/fslib.php?do=copyright&fid=124371) | View (http://www.flightsim.com/vbfs/fsview.php?do=list&fid=124371) ] </center>
Name: brakefx2.zip (http://www.flightsim.com/vbfs/fslib.php?do=copyright&fid=124371)
Size: 64,511 Date: 06-19-2008 Downloads: 1,118

http://www.flightsim.com/images/fscfiles/n/brakefx2.gif
FSX Panel--Park Brake Fix Gauge v2. An XML coded gauge that installs anywhere on any panel in FSX. It will stop the aircraft rolling at all power settings to allow engine runups. Version 2 is more stable when active and will allow normal acceleration when released. Also freeze functions will only <nobr>activate (http://www.flightsim.com/vbfs/#)</nobr> below 1 knot GS so park brake can be used for emergencies in the normal way. By David Ranieri.






</tbody>

Wingnut172N
January 15th, 2014, 14:21
When I was flying the technique was to run the power up to 80% and then check engine instruments.

If all looked good, release brakes and smoothly go to 100% then AB, watching for a full nozzle swing.

After that it was look for calculated rotate speed.

I assume it is still basically done the same way. That is what I use in FSX.

Funny how old habits are hard to break, I still look at the engine instruments before releasing brakes and mentally say, "Engine instruments good", even though I know in FSX they will be good.

The current technique in favor is a rolling takeoff. Release the brakes, up to mil power, check the instruments, hit the blowers, check the nozzles, check the hyds, then look to the HUD for 48 knots. Personally, if asked, I'd say that's the dumbest thing in the world, and the 80% runup/wipeout is a much better system, so when flying solo that's what I do...but the man has gone away from that practice.

Navy Chief
January 15th, 2014, 14:28
The current technique in favor is a rolling takeoff. Release the brakes, up to mil power, check the instruments, hit the blowers, check the nozzles, check the hyds, then look to the HUD for 48 knots. Personally, if asked, I'd say that's the dumbest thing in the world, and the 80% runup/wipeout is a much better system, so when flying solo that's what I do...but the man has gone away from that practice.

I guess I am attempting to mimic the original technique. Back in the 70s, I recall the Phantoms would taxi to the runway, apply brakes; and then (one engine at a time) run up to military, prior to take off.

I made changes to the Panel.cfg, using the downloaded Brake fix file. That didn't work.

Then I made changes to the aircraft.cfg file Parking Brake. That didn't work either.

As usual, I will keep plodding along until I figure it out. I usually do! NC

Victory103
January 15th, 2014, 18:36
Thanks WingNut, that's my current VRS technique. In my current ride (King Air), generally 1st take-off is static, even then it's hard to really mash on the brakes as the power comes up.

NC, if you are flying the stock FSX-A without mods, the 404's on that one are way overpowered!