Roger Wensley Posted September 16, 2017 Share Posted September 16, 2017 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. Link to comment Share on other sites More sharing options...
Roger Wensley Posted September 16, 2017 Author Share Posted September 16, 2017 To preempt the obvious suggestion, I should have mentioned that the reason I am using the float version and not the amphibious version, even though the textures are originally from the amphib plane, is that the amphib when used as ai lands "on" the water using its wheels. Link to comment Share on other sites More sharing options...
napamule2 Posted September 16, 2017 Share Posted September 16, 2017 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? 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). Link to comment Share on other sites More sharing options...
Roger Wensley Posted September 16, 2017 Author Share Posted September 16, 2017 1 foot is approximately the change I am seeing, but what I really don't understand is how the position relative to the water level can change within the plane set up when the only difference is the usage, which is external. I will look at the skid idea though, and at that area of the model. Link to comment Share on other sites More sharing options...
Roger Wensley Posted September 16, 2017 Author Share Posted September 16, 2017 As I expected, no difference with the ski setting. As the config file and everything else to do with the plane must be staying the same, the way ai works must somehow be overruling the config file. Link to comment Share on other sites More sharing options...
napamule2 Posted September 16, 2017 Share Posted September 16, 2017 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). Link to comment Share on other sites More sharing options...
Roger Wensley Posted September 16, 2017 Author Share Posted September 16, 2017 SOH? Give me a clue at least! Link to comment Share on other sites More sharing options...
tiger1962 Posted September 16, 2017 Share Posted September 16, 2017 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..." Xbox Series X, Asus Prime H510M-K, Intel Core i5-11400F 4.40GHz, 16Gb DDR4 3200, 2TB WD Black NVME SSD, 1TB Samsung SATA SSD NVidia RTX3060 Ti 8Gb, Logitech Flight Yoke System, CH Pro Pedals, Acer K272HL 27", Windows 11 Home x64 Link to comment Share on other sites More sharing options...
Roger Wensley Posted September 16, 2017 Author Share Posted September 16, 2017 That's it! Thanks a lot. Is there somewhere an explanation of the entries in a config file? Link to comment Share on other sites More sharing options...
jgf Posted September 16, 2017 Share Posted September 16, 2017 That's it! Thanks a lot. Is there somewhere an explanation of the entries in a config file? The Aircraft Container SDK from MS (http://www.fsdeveloper.com/forum/resources/aircraft-container-sdk.29/) Link to comment Share on other sites More sharing options...
napamule2 Posted September 16, 2017 Share Posted September 16, 2017 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 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). Link to comment Share on other sites More sharing options...
Roger Wensley Posted September 17, 2017 Author Share Posted September 17, 2017 Thanks to all, and napamule2 for that input though I had managed to fix it. Link to comment Share on other sites More sharing options...
napamule2 Posted September 17, 2017 Share Posted September 17, 2017 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). Link to comment Share on other sites More sharing options...
StringBean Posted September 17, 2017 Share Posted September 17, 2017 Roger, go to the library and get ai_float.zip In it you will learn all you need to know about ai float planes. peace, the Bean WWOD---What Would Opa Do? Farewell, my freind (sp) Never argue with idiots. They drag you down to their level and beat you with experience Link to comment Share on other sites More sharing options...
napamule2 Posted September 18, 2017 Share Posted September 18, 2017 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). Link to comment Share on other sites More sharing options...
Roger Wensley Posted September 18, 2017 Author Share Posted September 18, 2017 I agree. I got that float plane starter kit when I made Lake Hood. Link to comment Share on other sites More sharing options...
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