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FSX Basic aircraft.cfg needed for model testing

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wales
Hi - again (no escape!). I've got past the hurdles of simple model building with gmax and exporting it into FSX. I'm using an aircraft.cfg file borrowed from Bill 'Lionheart' Ortis's Laird Air Racer (thanks for the tutorials, Bill!) as the model is a basic single engine tail dragger. Taking the measurements as best I can from the gmax model for centre of gravity, contact points and so on, and setting damping-ratio to zero for simplicity, etc, I cannot get away from the FSim 'Dance of Death' when I fire up FSX with the model at a parking space at my local field. Of course, the model looks fine in SLEW - wheels on the deck and correct pitch - but, hit 'Y' again, and the DoD begins again as the wheels disappear downwards into the bl**dy ground! GRRRRR!!!! :mad:

Any help much appreciated - thanks for sharing my frustration. :D

Cheers - Dai (EGFE). :cool:
 
Check this:

static_cg_height = -x.x and make certain you've got it slightly higher than the wheel's height distance.
 
Hi Bill - thanks for that. Here's the contact point list I'm trying:

point.0= 1, -8.904, 0.00, -1.856, 1200, 0, .467, 25.0, 0.000, 1.8, 0.8, 0.0, 0.0, 7, 0.000, 0.000 // rear wheel
point.1= 1, 0.82, -2.53, -5.247, 1600, 0, .777, 0.0, 0.000, 1.5, 0.8, 0.0, 0.0, 2, 0.000, 0.000 //front-left wheel
point.2= 1, 0.82, 2.53, -5.247, 1600, 0, .777, 0.0, 0.000, 1.5, 0.8, 0.0, 0.0, 3, 0.000, 0.000 // front-right wheel

<----- Here I've left out all the other contact points........

static_cg_height = 5.247 //(feet) altitude of CG when at rest (altitude when loaded on ground)
static_pitch = 16.694 //degrees (pitch when loaded on ground)

When you say 'higher', do you mean,say, -5.347 like bigger, or -5,147 like physically higher? I'm confused, as the model's ref point (0,0,0 in the gmax model) is what I'm using as the CoG, so the height to the wheels should be the same as that to the CoG. Also, I've set the wheel legs as fixed in length (hoping to make things simpler - which it doesn't!) - should I revert to your Laird settings? Will this affect the CoG? :confused:

Sorry - I'm completely at sea on this - nothing I do (i.e. increasing/decreasing CoG value, etc) seems to make it any better in the DoD stakes, anyway!! ;)

Cheers - Dai (EGFE). :cool:
 
All distances are measured in feet from the 0,0,0 point in the model. Below the origin point, distances are "negative," meaning distance below the origin.

If there are any keyframe animations at all for the gear struts (legs), then you must supply the correct values for static compression, etc.

If you want to have "stiff legs," then remove the keyframe compression animation keys from the parts in GMax.

I highly recommend a careful read of "Uncle Milton's" Contact Points Tutorial:

http://www.mudpond.org/contact_points.pdf
 
Thanks, Bill - you were right about the landing gear causing the DoD. I did my homework: sorted out the gear animations, worked out compression ratios, got the exact co-ordinates of the contact points from gmax, etc - and, lucky for me, it worked. Now I'm back to getting the propellor animation and textures working. :confused:

Thanks again for your suggestions! ;)

Cheers - Dai (EGFE). :cool:
 
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