
FLIGHT SHOP DESIGN TIPS & TRICKS
by Lars Kornstaedt

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Tips & Tricks
Texturing
- Here is an advice for all users of FSFS outside the United
States. I had this problem and it was solved with the help of Rush
Mueller. When I applied textures to my planes they often did not
cover all of the part I wanted to paint, got awfully distorted or
were multiplied. When I chose 'Art Options' in the 'Parts List', no
values or illegal ones were displayed. If you recognize these
symptoms, the remedy is simple: just edit the Windows Setup Country
Section: The comma is the thousands delimiter, the point the decimal
point in the US and FSFS simply won't work correctly unless this is
the default you defined. There is a patch that solves this problem
for the ATC Workshop in the Forum.
- When texturing planes with FSFS you often loose a lot of
time adjusting the exact position of your textures on the plane. It
also often happens that they get highly distorted. This is most
annoying with inscriptions. To avoid all these problems, just act
according to this procedure suggested by Russell 'Rush' Mueller,
SysOp of Lib5 of FSForum: In 'Aircraft Factory', go to 'Blueprint',
choose the appropriate view angle and magnification and then choose
'Souvenir Shop' from the menu. Open your favourite paint program and
paste the clipboard. You have now a picture of your project in the
exact proportions of the a/c. All you have to do is to paint the
livery on top of this image. It helps to mark the limits of the
subsections around the plane before starting this. When you're
finished, cut the individual parts from the full a/c picture and
paste them into new images that you can then resize to the standard
256x128 format of Flight Shop. Although your texture might look very
distorted now, it will fit your subsection perfectly. Copying,
mirroring and pasting will finish the texture.
- It's important that the palette used to texture planes is
the standard FS5.x palette. To be sure of this, just choose 'Photo
Lab' from the 'Production Line' screen, choose 'AF5_STD.PCX' and
press 'PAINT' to get to your paint program. Then, before doing
anything else, save the palette. You can then load this palette
whenever you think you might have changed it.
- Here's a tip from Terry Hill. He wanted the engine parts
of his exceptional Lysander to look like shiny metal. It can be
achieved by using the 'Gradient Fill Tool' of Corel Photo Paint with
carefully selected grays. Don't try to use this on big parts, it will
look awful.
Components
FSFS does have a great number of bulkhead types at your
disposition, but often these will not do the job. When it comes to
building wing roots, wing boxes or complex cross sections like for
the F-16, the Beluga or the Guppy, components are the only way to
achieve a satisfying results. And they use less parts than similar
structures.
When you start using components built from a multitude of
handdrawn parts instead of structures, you may get frustrated at
first: Parts simply do not appear in the model when you choose
'Smoothing', Components do not get textured.
Here are some basic principles:
- Components are textured *only* if they are smoothed.
- The parts you assemble into components should not have
more than four points.
- The adjacent parts should always have common corner
coordinates. Disregarding this principle results in joints that
appear in the smoothed component or actual disappearance of these
parts.
- To be sure that the components fit and the individual
panels are perfectly placed, create an additional assembly that
contains only the parts you are currently working on. (Suggestion by
Mike Hill, Melbourne, Australia)
- Often, the crosssections you want to build are very
similar to the bulkheads included in Flight Shop but are slightly
modified in a certain area only. I always build a conventional
structure first and then start to draw the parts starting from this
'template', changing it where necessary.
- To be sure that the individual panels fit well, I start at
one point of the a/c and modify the first part over and over again,
always keeping one edge unchanged.
- It is important to keep control over things, so you should
always use a systematic numbering of the individual panels. I call my
parts B_PNL_56 or suchlike: Body Panel Number 56. Parts are usually
numbered starting from the top right of the fuselage and wrapping
around the fuselage by the cross section, starting at the rear and
going forward.
Flight Dynamics
As I have previously stated in a letter to MICRO SIMULATEUR,
flight dynamics definition is a black art and to get any result, it
is best to have some tips from people with more experiance. What
little I know has been inspired by several people, but without Mike
Hill I would probably have given up a long time ago.
Here is my small contribution to your successful flight model
definition:
- It is always a good idea to start with the flight model of
a plane that is similar to the one you have built. You can get these
from several sources, I prefer FSForum.
- To be sure to get a unique result that fits the specific
plane you want to render, try to start with the real life values you
can get your hands on. These would be the dimensions, weight and
stall speeds of the real a/c.
Next, I will state a short definition for each available parameter
along with an analysis on it's effect on the flight model.
- Configuration: Wingspan. The wingspan is measured between
the wingtips. Increase causes more lift, greater stability and
increased drag.
- C: Aspect Ratio. The aspect ratio defines wing efficiency.
Increasing this value *decreases* lift and drag.
- C: Wing distance from CofG. This value has a foundamental
impact on stability and manouverability. CofG should be in front of
the wings lift center or exactly in it for a manouverable aircraft. a
backward position destabilizes the plane.
- C: Wing Dihedral. The dihedral is the angle between wing
center line and the horizon. A big dihedral causes the plane to
automatically roll out of a curve. This tends to be coupled to
strange yawing in FS5, so I always try to minimize this value. If
there is a stability problem in this regard, it's often better to
increase the dihedral scalar.
- C: Horizontal tail distance from CofG, surface area and
span. Distance between CofG and center of lift of horizontal
stabilizer. The bigger these values, the bigger the pitch
stability.
- C: Vertical tail distance from CofG and surface area.
Increase in these values increases yaw stability.
- Weight and Balance: Empty Weight and Fuel Tanks: These
should be real world values. Specific fuel consumption can be
specified in the Engine menu to get the appropriate range.
- W&B: Moments of Inertia. These define the force that
opposes itself against any change in aircraft position. They have to
be specified around the individual axis. FSFS fixes them using the
visual model as a reference in a way that remain cryptic to me. It
achieves quite sensible values most of the time. I use these to
adjust flight characteristics. The yaw moment is usually too small.
FS5 planes tend to slide in curves. Don't be afraid to make drastic
changes here. Remember that any change here will be reset when the
plane is remanufactured from the FSFS Production menu.
- Engines: number of engines, max power and engine high RPM.
These I set acording to the real world plane. Slight adjustments can
be made to get specified max speed etc, but it is always preferable
to modify aerodynamic values to get the desired results. FS5 prop
engines are no Turboprops. All loose too much power at altitude and
there is nothing you can do about that...
- E: Prop diameter. Choose the real world value as a
reference, but remember that differing prop profiles remain
unaccounted for. Corrections are allowed in this department.
- E: Oil temperature & pressure scalar, EGT. Any hint on
these is welcome...
- E: Engine position. Try to choose real life values (for
recip. planes: prop spinner position). This is not always possible.
FSFS does not like rear props (comment from Ed Ziegler). Planes tend
to yaw dangerously with excentric engines...
- Aerodynamics: Max Mach. This triggers the 'Overspeed'
warning. This is easy to calculate from the max. speed at a certain
altitude, typically 6000ft, you will probably find in the data-sheet
of the real world a/c. Mach number is a/c speed devided by speed of
sound at that altitude. This can be looked up in the standard
athmosphere. Speed of sound at 6000ft: approx 332m/s=1089
ft/s.
- A: Zero flaps stall and full flaps stall. These values do
not only trigger stall warning. The difference between these values
defines the flap efficiency. The bigger the difference, the more lift
they cause. I like to keep this difference low (3-8 knots) since you
can get strong floating on final and thus yaw on final approach. The
effect of the absolute values for these two characteristics escape
me.
- A: Induced drag scalar. Drag is calculated from zero lift
drag + induced drag scalar multiplied by lift squared. Lift increases
with speed and angle of attack. Keep this in mind when you specify
this value. It has a great impackt on accelleration and max
speed.
- A: Spoiler, Gear and flaps drag scalars. These apply when
the appropriate device is extended. Spoiler drag can be used to
simulate airliners spoilers (relatively low value), airbrakes on
fighters (high value) or arrestor hook on carrier a/c (gigantic
value). Flaps should cause some drag but it should not be overdone.
Gear drag can be defined quite high if your plane tends to float on
final approach. Selecting big values here will make speed bleed of
quickly and you might have to add some throttle on final approach,
but that's ok.
- A: Flap and gear moment. Usually, extended flaps and gear
cause a positive pitch moment. Tuning this too finely is wasted
effort.
- A: Scalars. All the following values are used to make a
correction in departments that seem to be already defined by the
absolute values (eg: wing dihedral by dihedral value in the
Configuration menu) but strangely enough, it's not the same to change
that dihedral value from 1 to 2 degrees versus changing dihedral
scalar to 2. Generally the scalars in this menu allow finer tuning.
Changing the absolute values in other menues should be prefered to
changing these.
- A: Dihedral scalar. Increases roll and yaw stability.
Should not be pushed too far since high values alter curve flying in
a negative way (drifting, slow turn rates, starnge yawing).
- A: Elevator, aileron and rudder scalar. These allow to
increase the reaction of the a/c to control surface input. Never mind
these reaction when tuning the stability of your plane (which you
ahould always start with), you can (nearly) always tune
manouverability with these scalars.
- A: Pitch, roll and yaw scalars. These adjust stability
around the respective axis. Very important for manouverability
tuning.
- Gear and Scrape menu. All the values in this department
FSFS defines from your visual model data (footprint definition in
particular) and no change is typically necessary here. If your plane
suffers from taxiing problems or landing roll instability (see below:
'Ringelpietz'), you might want to move the
main gear scrape back or increase wheel track. You should always
prefer editing the footprint and CofG position (which is most often
the real reason for this behaviour) since the values in this section
are all reset when the plane is reproduced from the Aircraft Factory
according to footprint information.
Next thing to do is have a test flight! The problems you will
encounter most often on these are stated below, along with a
suggestion for the remedy.
- The a/c crashes on the runway a soon as you choose it from
the menu. This is quite bad, but no reason to panic: the inertia
moments are too small and the center of gravity at a bad position,
typically too far forward. This should happen to 'tail wheel planes'
only.
- The a/c reacts much to strongly to control inputs. If this
is the case, you will have to increase the value for the inertia
around the appropriate axis in the weight and balance menu and/or the
stability scalar in the aerodynamics menu. Another possibility is to
decrease control surface scalars, but this should only be used for
fine tuning.
- The a/c does not fly in a stable way, that means:
slightest control inputs cause the plane to stall/ enter a deadly
spin... In that case, several things can be done. The values for the
dimensions, especially wing and stabilizers, should not be considered
sacred. Real world aircraft use a multitude of wing profiles. The
properties of these are not considered in any way by FSFS unless you
define the way they influence flight dynamics by altering the
available values. Deadly spins often can be get rid of by increasing
wing span, but remember that wing span increase does also mean more
drag and thus slower maximum speeds.
- The a/c is not manouverable enough. Decrease inertia
moments, stability scalars, increase control surface scalars around
the appropriate axis.
- The a/c stalls much too early, speed bleeds of fast in
tight, pulled turn and loops. Decrease pitch inertia.
- Full aileron deflection followed by stick release (quick
movement in opposite direction) causes the a/c to enter a roll that
can not be recovered. This behaviour is often coupled to
counterrotation or roll blocking at sudden full aileron deflection.
That's a bad one. No readily available quick solutions for it. You
will have to prepare for a long evening and a lot of experimenting.
Try increasing both the roll inertia and aileron scalar in
proportion. This should conserve roll rate while increasing stability
and get rid of the 'deadly roll' problem. Roll scalar should be used
for fine tuning.
- The a/c 'floats' on final approach/with full flaps.
Decrease difference between full and zero flaps stall, decrease
absolute values for these settings. Increase gear drag.
- The a/c tends to take several short hops on landing. In
bad cases, the a/c rotates on the ground and crashes ('Ringelpietz').
Same as above: On touch down, planes with a tail wheel in particular
increase pitch ange as they fall onto the tail wheel. This increases
AOA and thus creates lift, the plane jumps back into the air.
Increase drag in this configuration (gear and flaps) and decrease
lift (difference between zero and full flaps stall speeds). In very
bad cases, artificial increase in wheel track is necessary.
- The a/c does not taxi well. Tricycle gear: move the CofG
forward from main gear or move main gear scrape backwards. Nice
little trick: Advancing the CofG causes the aircraft to pitch forward
slightly when power or brakes are applied (Source: Ed
Ziegler).
This seem to be all of the problems I can think about right now.
Update as soon as I run across another one or anyone mails me a good
idea or additional information.
Do not forget: As nice as it might be to have a gentle and
pleasant plane, the ugly specifics of some historic planes should not
be edited out of the FSFS flight model. Some planes suffered from
lack of yaw stability, were hard to land, the Spitfire sometimes even
overturned when the pilot reved up the engine on the ground. It is
much more satisfying to fly an a/c with unique characteristics than
just another Cessna with different looks....
If any of this has helped you, please mention this page in
your TXT when issuing your plane.
Additional information:
eMail Russell
Mueller
eMail Mike
Hill
eMail Terry
Hill
eMail Edward S. Ziegler
eMail Micro
Simulateur

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Thanks to
Lars Kornstaedt
for permission to use this document. You can visit his personal
home page at
http://ourworld.compuserve.com/homepages/L_Kornstaedt.