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Floats???

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unitedstates
I am currently using FSDS 3.5.1 and was wandering how can I add floats??? I found some on the internet http://simviation.com/fsdesign_fsds.htm (at the bottom of the page) and the guy wont seem to respond to my E-Mail so can someone on here send me link to a float tutorial, some kind of explination here on the forum, or any kind of help????:confused::confused::confused:
 
What is there to "teach" ?

Build your model, include the floats, add the appropriate contact points to the aircraft.cfg, deleting the gear contact points that are created.
 
Everything you need to know is in the SDK: Aircraft Configuration Files...

Look in the [contact points] section of the document.
 
Some of the config files by Microsoft have details on which contact point does what, written right in the config file in that particular section. Wheels, floats, skids, etc. The Cessna 208 Caravan might have that on the Contact points section of the 'aircraft.cfg' file.

From memory, I think that the pontoons/floats are a Class 4.

You will need to do a seperate set of airfiles (totally diff folder) for the float plane version since it usually will sit at a diff height from the ground. (Cant have to versions of airfiles in one aircraft folder).


Good luck on your bird. Cool to have a float version as well as a wheeled version.



Bill
 
RB - perhaps a screenshot of your project could help us understand better where you are and where you want to go.

Sometimes, and I'm as guilty as anyone else, what is "obvious" to us, is not as clear cut to someone else.


For example, when using FSDS, *I* know that on first compile, FSDS will read the contact points from the reference parts (gear.left, gear.center, gear.right) and write those values into the new model's aircraft.cfg file. FSDS "reads" the aircraft.cfg file from the "seed/reference" model, copies it to the new model's folder and rewrites the contact points in the new model's aircraft.cfg file.

HOWEVER, I also know that the reference parts only read the WHEELED contact points.

For float type contact points, I would create reference parts for the appropriate contact points - I would name them float.FR, float.FL, float.RR, float.RL (FrontRight, FrontLeft, RearRight, RearLeft, respectively).

When compiling for the first time, and assuming that I've used the float plane Caravan, or similar as a reference, I would not immediately go to FS-X, but rather open up the refparts.txt file that has been generated in the FSDS folder, and see the coordinates for my float contact points.

I would apply those values to the appropriate contact point references in the new model's aircraft.cfg.

Sorry for the short explanation, but I'm at work and cannot create a quick "Lionheart style" tutorial at the moment.
 
Here's one for yah.

The FSX Beaver doesnt have wheels.. But you can assign contact points that are wheels. This would enable you to actually land on 'land' and see dust and everything. The bird sits as high as you wish as you are putting in the contact points. So I did that. Only problem is that it doesnt have wheels modelled into the plane, but dang, I can land at normal airports now. :D


Now, to backstep and look at the big picture. This means that you can 'also' create a pontoon set in the contacts center, even though you dont have a model with pontoons, and add that to a normal plane. You cant have the contacts 'below' the tires though or you will have an effect similar to landing on skids or actual pontoons. So you need to raise them up higher then the tires. (Perhaps about 4 inches or more, depending on bounce distance).

Now, if you want the plane to set high in the water, you mearly need to copy/paste a new version of your planes folder, rename the config registry entrie(s), and redo the contact points for a taller pontoon config zone area, and Voila, float planes with no floats in the model. (They appear to hover over the water). You cant land them on the ground, but you can land them on the water.



This only 'illustrates' what is possible.


Bill

EDIT: Dang, I'll have to try that with the Epic LT, lol...
 
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