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FSXA Blackfin Sailfish (1930s Racer)

Here's where I get frustrated:

I'm trying to set the gear points, but I'm not sure if the location of each gear tire is the location *after compression* or *before compression*. I think this might be where I'm reading things wrong, and I'm starting to despise this aircraft . . .
 
So you have animated the gear compression? What I would then do (and I hope I'm not mistaking here) is go to MCX, get to the gear full_compression point with the anim_timer and then set the points with the recently built in CFG editor (see latest developments release of MCX). I might be worth a try that way (?)
 
ModelConverter X, in the latest development release (released a few days ago I believe) it features a CFG editor. So you go to open file, then set file selection to all files or to Airfract CFG, navigate to the aircraft folder and open the CFG. It'll then display the model. Press the black aircraft Icon toshow the CFG entries concerning CPs (red), lights (yellow) and exits (black). And above that is a built-in CFG editor that'll show the exact new possition of the point you've edited ;) it'll pritty great really. For more info you might want to watch the video:


link to the page of MCX: http://www.scenerydesign.org/modelconverterx/ (download the latest development release)
Hope it helps you.
 
Okay, starting to get frustrated with this. Got MCX (cool program) and then started working with it. But after SO MANY FRIGGIN TRIES I'm still getting major problems.

So I set the gear on the actual model to the calculated locations of the gear points at static compression. Exported and then went to sim: they don't match. Go figure. Started manipulating the forward gear until they were positioned correctly. Then I turned my attention to the rear wheel and did the same. But as I check the gear stance, lo and behold the infernal forward gear are NOW FLOATING!? I changed LITERALLY nothing on their lines, nor the static cg height, or the static cg angle. Anyone got an explanation? Because as it stands I'm gonna pack this thing up and throw it out.

EDIT:

....and a few minutes later I shape it all out.:rolleyes: Not sure what was wrong, but I obviously corrected it.
 
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Changing the height of the main or nose gear alone will change the fuselage angle. This apparently changes the weight distribution, and thus you now need to change the other one of the main or nose gear values. And this may trigger yet a third round of edits...
 
Have you set your CG? Since it is a fictional aircraft you're going to have to determine where that is. That's what's nice about having specs on a real aircraft. Don't forget that CG and datum reference are different.
 
Both of those are set, each in accordance with the rule of . . . well, whatever I kinda made up to make it work. She's flying now, albeit slower than I would like. But again, fictional aircraft = I can make it fly how I want. I don't know if that's as attractive an aspect as keeping it "real as it gets", but I like to think that fantasy should be a part of this genre. After all, if it weren't for those who just dream crap up we probably wouldn't be doing this in the first place.
 
So here's a couple of shots taken in-sim. The materials are being a pain, but the animations all work now, and I can actually fly it around.
InGame004.jpgInGame005.jpg
 
Now that the exporting works, put some proper clothes on her. I know that polishing aircraft reduces drag, but going all polished chrome is just ridiculous. ;)
 
I was just seeing how expensive-looking I could make it. Maybe throw a little gold trim in there . . . :D

Seriously, I'm still just experimenting with all the new things FSX materials allow you to do. There's some outstanding stuff I could do that would be ridiculous but hilariously fun.
 
Looks good Locke! Thoigh I think the guy needs some goggles if he is to fly without a canopy ;)
 
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