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Post by Falcon on Mar 8, 2016 18:45:46 GMT
Somewhere I found a discussion about contact points for certain Amphibs and was wondering if there is anyone out there that is familiar enough with contact points to help. Ive read a little on the subject, but can't quite grasp all the numbers and what they are associated to. Falcon
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Post by aerofoto - HJG Admin on Mar 8, 2016 20:33:50 GMT
Don't recall a CP discussion here regarding the amphibians Denny. We did have one recently in regard to some erroneous CP's associated with V2 B727-200's .... which we resolved. What appears to be the nature of your problem ? It it the way the simulation sits in the water or on land .... OR .... is it in relationd to dry land versus water touchdown sounds ? Might be best to PM me regaerdinging this .... even thogh I can't guaruntee being able to assist Mark C AKL/NZ
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Post by Mike Monce - HJG on Mar 8, 2016 21:47:36 GMT
Amphibians are a different breed in terms of how contact points are set up; I haven't really dealt with them much. However, if this helps, here is the description of the contact points section of the cfg from the SDK. Values in parentheses are for the default C172.
Mike
1 (1) Class Integer defining the type of contact point: 0 = None, 1 = Wheel, 2 = Scrape, 3 = Skid, 4 = Float, 5 = Water Rudder 2 (-18.0) Longitudinal Position The longitudinal distance of the point from the defined reference datum (feet). Positive is forward (out the nose). 3 (0) Lateral Position The lateral distance of the point from the defined reference datum (feet). Positive is starboard (right, as viewed from the top with the airplane pointing “up”). 4 (-3.35) Vertical Position The vertical distance of the point from the defined reference datum (feet). Positive is up. 5 (3200) Impact Damage Threshold The speed at which an impact with the ground can cause damage (feet/min). 6 (0) Brake Map Defines which brake input drives the brake (wheels only). 0 = None, 1 = Left Brake, 2 = Right Brake.1 7 (0.50) Wheel Radius Radius of the wheel (feet). 8 (180) Steering Angle The maximum angle (positive and negative) that a wheel can pivot (degrees). 9 (0.25) Static Compression This is the distance a landing gear is compressed when the empty aircraft is at rest on the ground (feet). This term defines the “strength” of the strut, where a smaller number will increase the “stiffness” of the strut. 10 (2.5) Ratio of Maximum Compression to Static Compression Ratio of the max dynamic compression available in the strut to the static value. Can be useful in coordinating the “compression” of the strut when landing. 11 (0.90) Damping Ratio This ratio describes how well the ground reaction oscillations are damped. A value of 1.0 is considered critically damped, meaning there will be little or no osciallation. A damping ratio of 0.0 is considered undamped, meaning that the oscillations will continue with a constant magnitude. Negative values result in an unstable ground handling situation, and values greater than 1.0 might also cause instabilities by being “over” damped. Typical values range from 0.6 to 0.95. 12 (1.0) Extension Time The amount of time it takes the landing gear to fully extend under normal conditions (seconds). A value of zero indicates a fixed gear. 13 (4.0) Retraction Time The amount of time it takes the landing gear to fully retract under normal conditions (seconds). A value of zero indicates a fixed gear. 14 (0) Sound Type This integer value will map a point to a type of sound: 0 = Center Gear, 1 = Auxiliary Gear, 2 = Left Gear, 3 = Right Gear, 4 = Fuselage Scrape, 5 = Left Wing Scrape, 6 = Right Wing Scrape, 7 = Aux1 Scrape, 8 = Aux2 Scrape, 9 = Tail Scrape. 15 (0) Airspeed Limit This is the speed at which landing gear extension becomes inhibited (knots). Not used for scrape points or non-retractable gear. 16 (200) Damage from Airspeed The speed above which the landing gear accrues damage (knots). Not used for scrape points or non-retractable gear.
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Post by Falcon on Mar 9, 2016 15:22:18 GMT
Thanks Mike, This might help me in my endeavor. Cheers,
Denny aka Falcon
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