Honus Posted January 19, 2015 Share Posted January 19, 2015 Hi, How do you adjust the amount of bounce when brakes are applied. Some of my aircraft are quite rigid with little rocking motion when I apply the brakes and others have a good realistic amount of motion. I'm not sure what controls that. Can you assist? Thanks, Link to comment Share on other sites More sharing options...
mrzippy Posted January 19, 2015 Share Posted January 19, 2015 I've only noticed that I get the nose-dip, when brakes applied, on one aircraft that I fly. The Boeing Stratocrusier. That one actually takes a bow! Some of the bigger jets will dip slightly if the brakes are jammed quickly. Still thinking about a new flightsim only computer! Link to comment Share on other sites More sharing options...
pvarn Posted January 19, 2015 Share Posted January 19, 2015 Every plane has dynamics built into the gear suspension which the designer of the model has decided is realistic of the plane. These dynamics will change with brake pressure and weight of the aircraft. Unless you KNOW from experience in THAT plane the suspension is "unrealistic" then best not to touch it. There is no ONE feel that works or is "realistic" for every plane. Frankly, there is no one touch fixes all for this. There are about 7-10 factors which work together to simulate braking and suspension and I have been modeling for 15 years. Some settings are in the aircraft.cfg file and some in the *.air file for the model. Some planes have taken me a week of 8 hours days to get it right. If you really want to go at it, I suggest downloading and reading the FSX SDK. Maybe you are more talented or patient than I and it will go easier for you. -Pv- 2 carrot salad, 10.41 liter bucket, electric doorbell, 17 inch fan, 12X14, 85 Dbm Link to comment Share on other sites More sharing options...
lnuss Posted January 19, 2015 Share Posted January 19, 2015 In the excerpt below, from the default Baron's aircraft.cfg, the contact points section has the controls you're looking for. The lines immediately below the section heading (lines starting with //) are for each of the successive fields of the lines below (fields starting after the = ) starting with point. Fields 8, 9 and 10 are the fields you'll want to experiment with. However, you're still best off if you listen to what Paul said above, and peruse the SDK for explanations. Note, though, that even after reading (and understanding) the SDK, it's still trial and error. [contact_points] //0 Class //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) max_number_of_points=11 gear_system_type=0 point.0 = 1, -0.1, 0, -3.55, 800, 0, 0.6, 40, 0.20, 2.0, 0.90, 3.9, 3.6, 0, 152, 170 point.1 = 1, -7.9, -5, -3.75, 1200, 1, 0.8, 0, 0.40, 2.0, 0.70, 4.0, 3.9, 2, 152, 170 point.2 = 1, -7.9, 5, -3.75, 1200, 2, 0.8, 0, 0.40, 2.0, 0.70, 4.1, 3.8, 3, 152, 170 point.3 = 2, -6.4, -18.8, 0, 800, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0 point.4 = 2, -6.4, 18.8, 0, 800, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0 point.5 = 2, -22.0, 0, -0.9, 800, 0, 0, 0, 0, 0, 0, 0, 0, 9, 0, 0 point.6 = 2, -25.6, 0, 5.5, 800, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0 point.7 = 2, 0.4, 0, -2.2, 800, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0 point.8 = 2, -3.6, 0, -2.5, 600, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0 point.9 = 2, -12.3, 0, -2.2, 600, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0 point.10 =2, -22.5, 0, -0.9, 600, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0 static_pitch = 0.75 //Degrees static_cg_height = 3.6 //Feet Good luck, Larry Larry N. As Skylab would say: Remember: Aviation is NOT an exact Science! Link to comment Share on other sites More sharing options...
pvarn Posted January 19, 2015 Share Posted January 19, 2015 ^^^ "even after reading (and understanding) the SDK, it's still trial and error." Yea, the slightest tweak in the wrong direction and the gear will be so hard you'll bounce off the runway or wind flip you over, or the nose pointed at the ground or up, or any number of other problems. Just because you don't like it doesn't mean it's wrong. Every plane has its own character. Find planes where you like the character and fly those. Plenty to choose from. -Pv- 2 carrot salad, 10.41 liter bucket, electric doorbell, 17 inch fan, 12X14, 85 Dbm Link to comment Share on other sites More sharing options...
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