Hi.
I am trying to make one of Kazunori Ito's U2A work as AI in FSX.
I am almost there, but the aircraft is floating above the ground.
As I recall it, you must edit the contactpoint in the aircraf tconfiguration file, but I can't remember exactly how it was done.
It would be a great help, if someone could provide me with at tip or a link.
Kindly
Jakob Arnholtz
Correcting Floating AI aircraft
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- Second Lieutenant
- Posts: 10
- Joined: 13 Jan 2009, 11:49
Below is a cut & paste from the forum at simviation.com. Roger "Rollerball" responded to an inquiry I made for floating AI. It was for FS2002 but I use it for FS2004. I'm not sure if it works for FSX as i don't have it. I hope this helps. DougD
OK, open up the relevant aircraft.cfg file with Notepad or Wordpad and scroll down to the [contact_points] section.
Here's a bit from one of my Mike Stone Airbuses
[contact_points]
point.0= 1.000, 38.000, 0.000, -8.000, 1181.100, 0.000, 1.250, 55.920, 1.000, 1.000, 0.900, 4.000, 4.000, 0.000, 0.000, 0.000
point.1= 1.000, -5.000, -11.600, -8.200, 1574.800, 1.000, 2.000, 0.000, 1.000, 1.000, 0.900, 7.000, 7.000, 2.000, 0.000, 0.000
point.2= 1.000, -5.000, 11.600, -8.200, 1574.800, 2.000, 2.000, 0.000, 1.000, 1.000, 0.900, 7.000, 7.000, 3.000, 0.000, 0.000
point.0 is the nose gear and points.1 and .2 are the main gear wheels. The fourth entry on each line is the position of the contact point below the aicraft's reference point. Increase the number, the plane will go 'higher' above the ground, decrease it and the plane will go 'lower'. Mostly I think you want the plane to sit just under the surface so the tyres look flattened by the weight of the aircraft.
BTW, here's something else you might like to know.
At the bottom of [contact_points] you have these 2 lines
static_pitch= 0.620
static_cg_height= 7.800
The figure shown in blue is the plane's 'start' position when you start the program or load that scenery. If it is too big, when the scenery finishes loading the plane 'crashes' to the ground. If it is too small, the plane starts with it's wheels under the ground and 'pops up'. It's amazing how many designers get the figures wrong and you need to adjust them.
Hope this helps.
Roger
OK, open up the relevant aircraft.cfg file with Notepad or Wordpad and scroll down to the [contact_points] section.
Here's a bit from one of my Mike Stone Airbuses
[contact_points]
point.0= 1.000, 38.000, 0.000, -8.000, 1181.100, 0.000, 1.250, 55.920, 1.000, 1.000, 0.900, 4.000, 4.000, 0.000, 0.000, 0.000
point.1= 1.000, -5.000, -11.600, -8.200, 1574.800, 1.000, 2.000, 0.000, 1.000, 1.000, 0.900, 7.000, 7.000, 2.000, 0.000, 0.000
point.2= 1.000, -5.000, 11.600, -8.200, 1574.800, 2.000, 2.000, 0.000, 1.000, 1.000, 0.900, 7.000, 7.000, 3.000, 0.000, 0.000
point.0 is the nose gear and points.1 and .2 are the main gear wheels. The fourth entry on each line is the position of the contact point below the aicraft's reference point. Increase the number, the plane will go 'higher' above the ground, decrease it and the plane will go 'lower'. Mostly I think you want the plane to sit just under the surface so the tyres look flattened by the weight of the aircraft.
BTW, here's something else you might like to know.
At the bottom of [contact_points] you have these 2 lines
static_pitch= 0.620
static_cg_height= 7.800
The figure shown in blue is the plane's 'start' position when you start the program or load that scenery. If it is too big, when the scenery finishes loading the plane 'crashes' to the ground. If it is too small, the plane starts with it's wheels under the ground and 'pops up'. It's amazing how many designers get the figures wrong and you need to adjust them.
Hope this helps.
Roger
-
- Second Lieutenant
- Posts: 10
- Joined: 13 Jan 2009, 11:49
-
- Second Lieutenant
- Posts: 10
- Joined: 13 Jan 2009, 11:49