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ai float plane "above" the water level


Roger Wensley

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I am using the Premier Aircraft Design de Havilland turbo Otter as an ai plane, as I am making an Air Saguenay float base. I am not using their amphibious version of the Otter, which is where the Air Saguenay textures first appeared, I am using their earlier floats-only version. I transfered the textures over from the amphib and they work perfectly with the floats version. The float verson when used as a normal plane floats as one would expect, with most of the floats below the water line. Now, the problem. Used as an ai plane, when it starts to move it jumps up above the water line as if in "slew" mode, and taxies away like that across the water. Also, when I open a saved flight at the float base the ai plane is already above the water, and after I cycle through the views from the plane I am in at the dock, from spot through cockpit, virtual cockpit, tower, and back to spot, the ai plane then floats correctly. I have tested the same situation with other ai float planes and there is no problem so it is not scenery-related or a water level problem. Any ideas? Maybe some revision to the contact points? I have no ideas on how to change a plane setup.
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There is only 1 ft difference between the wheels and floats. But I believe there is a limit as to how much you can adjust because of limitations presented by the model itself. Not the cnt pts. But I would try using type 3 (skids) for the gear (which are type 1) and see if that might work. I never tried this for an AI as I have never made AI, and surely not one out of an amphib. But, to me, this is a very interesting, but new, area to explore. I love cnt pts work.

Chuck B

Napamule

Edit: I suggested skids as the AI isn't going to land on any runway anyway, right? Only water?

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Didn't work eh? I am not versed at modeling but Milton Shupe, over at SOH, might have the answer. Worth a shot. Good luck.

Chuck B

Napamule

i7 2600K @ 3.4 Ghz (Turbo-Boost to 3.877 Ghz), Asus P8H67 Pro, Super Talent 8 Gb DDR3/1333 Dual Channel, XFX Radeon R7-360B 2Gb DDR5, Corsair 650 W PSU, Dell 23 in (2048x1152), Windows7 Pro 64 bit, MS Sidewinder Precision 2 Joy, Logitech K-360 wireless KB & Mouse, Targus PAUK10U USB Keypad for Throttle (F1 to F4)/Spoiler/Tailhook/Wing Fold/Pitch Trim/Parking Brake/Snap to 2D Panel/View Change. Installed on 250 Gb (D:). FS9 and FSX Acceleration (locked at 30 FPS).
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SOH is Sim Outhouse: http://www.sim-outhouse.com/sohforums/content.php

The PAD Turbo Otter floats version still has the wheels from the Amphib version in the contact points - you need to remove the first four points and re-number the rest from zero, then subtract 1 foot from the static_cg_height= entry.

Tim Wright "The older I get, the better I was..."

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Here you go. I already 'removed' the gear (with '//' in front of line) and re-numbered so this will work as Tiger1962 suggested. Did not try it. But if you want it to sink in deeper into water just increase the (negative) value. Ie: Is now: -7.800 . Deeper is: -7.900 . Reload ac to see changes.

 

//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

 

 

[contact_points] //from DHC3A SHX RX AMPHIB

//GEAR below

//point.0 = 1, 14.40, -6.56, -8.70, 1600, 0, 1.40, 45.0, 0.3, 2.5, 0.80, 4.0, 4.0, 0, 175.0, 175.0

//point.1 = 1, 14.40, 6.56, -8.70, 1600, 0, 1.40, 45.0, 0.3, 2.5, 0.80, 4.0, 4.0, 1, 175.0, 175.0

//point.2 = 1, -3.55, -6.56, -8.80, 1600, 1, 1.50, 0.0, 0.4, 2.5, 0.80, 4.0, 4.0, 2, 175.0, 175.0

//point.3 = 1, -3.55, 6.56, -8.80, 1600, 2, 1.50, 0.0, 0.4, 2.5, 0.80, 4.0, 4.0, 3, 175.0, 175.0

//FLOATS below

point.0 = 4, 12.60, -5.60, -7.800, 1600, 0, 0.00, 0.0, 0.85, 2.5, 0.65, 0.0, 0.0, 0, 0.0, 0.0

point.1 = 4, 12.60, 5.60, -7.800, 1600, 0, 0.00, 0.0, 0.85, 2.5, 0.65, 0.0, 0.0, 1, 0.0, 0.0

point.2 = 4, -12.80, -5.60, -7.700, 1600, 0, 0.00, 0.0, 0.95, 2.5, 0.65, 0.0, 0.0, 2, 0.0, 0.0

point.3 = 4, -12.80, 5.60, -7.700, 1600, 0, 0.00, 0.0, 0.95, 2.5, 0.65, 0.0, 0.0, 3, 0.0, 0.0

//SCRAPES below

point.4 = 2, 0.00, -24.00, 3.50, 1800, 0, 0.00, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 5, 0.0, 0.0

point.5 = 2, 0.00, 24.00, 3.50, 1800, 0, 0.00, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 6, 0.0, 0.0

point.6 = 2, -22.60, 0.00, 1.20, 1800, 0, 0.00, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 9, 0.0, 0.0

point.7 = 2, 11.00, 0.00, 0.00, 1800, 0, 0.00, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 4, 0.0, 0.0

//Water Rudder below

point.8 = 5, -13.60, -5.60, -6.60, 1600, 0, 0.00, 50.0, 0.0, 0.0, 1.00, 1.0, 1.2, 0.0, 0.0, 0.0

point.9 = 5, -13.60, 5.60, -6.60, 1600, 0, 0.00, 50.0, 0.0, 0.0, 1.00, 1.1, 1.5, 0.0, 0.0, 0.0

//water rudder vert orig 6.00

static_pitch = 1.000 //degrees, pitch when at rest on the ground (+=Up, -=Dn)

static_cg_height =7.00 //7.900 //feet, altitude of CG when at rest on the ground

max_number_of_points = 13

gear_system_type=1 //Hydraulic

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One more thing Roger. For best results (looks when loading) you might want to make the 'static_cg_height' about 0.200 more than the vertical position of floats. I notice the modeler changed it from '7.90' to '7.00'. Now this DOES NOT work like the floats vertical position. It's not related. But I found that setting it to '0.200' more than vertical position of floats results in the ac droping into the water as opposed to 'popping' out of the water (looks like a bounce as opposed to a 'settleing' into the water). Sometimes the modelers set static height wrong and when the ac loads it comes out of the ground which is wrong. But you can go too far and the ac will zoom off when it is too high off the ground (or water).

 

So going by floats vert pos of '7.8' and '7.7' the static cg height should be '8.0' (and NOT '7.0'). OK? OK!

Chuck B

Napamule

i7 2600K @ 3.4 Ghz (Turbo-Boost to 3.877 Ghz), Asus P8H67 Pro, Super Talent 8 Gb DDR3/1333 Dual Channel, XFX Radeon R7-360B 2Gb DDR5, Corsair 650 W PSU, Dell 23 in (2048x1152), Windows7 Pro 64 bit, MS Sidewinder Precision 2 Joy, Logitech K-360 wireless KB & Mouse, Targus PAUK10U USB Keypad for Throttle (F1 to F4)/Spoiler/Tailhook/Wing Fold/Pitch Trim/Parking Brake/Snap to 2D Panel/View Change. Installed on 250 Gb (D:). FS9 and FSX Acceleration (locked at 30 FPS).
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Well Mr Bean things have been improved for the 'looks' of floatplanes and amphibs since that 'Starter Kit' came out in 2004. Bill Lyons and Holger Sandmann are the authors so HOW CAN YOU GO WRONG? So do not listen to what others recommend - 'ai_float.zip' has to be the 'Bible' when it comes to the floatplanes and amphibs. It's ALL THERE. Don't change ANYTHING. You can't improve on PERFECTION.

Chuck B

Napamule

i7 2600K @ 3.4 Ghz (Turbo-Boost to 3.877 Ghz), Asus P8H67 Pro, Super Talent 8 Gb DDR3/1333 Dual Channel, XFX Radeon R7-360B 2Gb DDR5, Corsair 650 W PSU, Dell 23 in (2048x1152), Windows7 Pro 64 bit, MS Sidewinder Precision 2 Joy, Logitech K-360 wireless KB & Mouse, Targus PAUK10U USB Keypad for Throttle (F1 to F4)/Spoiler/Tailhook/Wing Fold/Pitch Trim/Parking Brake/Snap to 2D Panel/View Change. Installed on 250 Gb (D:). FS9 and FSX Acceleration (locked at 30 FPS).
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