Floatplane crashing

tobob

Re-member
I know I saw this a while ago but I can't seem to find the thread.

My question is -

How can I make a float plane start in the water without being shot in the air?
I thought it had something to do with the air file?

Thanks

tobob
 
Water Runway/Tenders

You must have either a 'water' runway, 'seaplane' tender or an 'invisible' tender from which to launch. The 'invisible' tender is by far the simplest solution as it can be used anywhere in the world. You will find the latest version by Tango_Romeo on page 25 of the SimV, CFS2 New Files. His 'universal' tender is also there on an earlier page, but the 'invisible' is the best bet. You might also want to see the 'Catapults!!!???' thread on the SimV, CFS2 Forum. The catapult will get your seaplane up faster, but you still have to have the water runway or tender to get the plane to sit on the water at the start of the mission.
 
Thanks Nole.

I'm starting at a dockside in free flight and getting shot up in the air. I'm guessing the docks don't have a runway built in, but only a start.

tobob
 
check your contact points in the aircraft.cfg

I seem to remember having a problem with seaplanes configured with 4 float type contact points
FS can handle 4 float points but CFS2 works with only three
 
This usually happens when the static height and float contact points are either perfectly inline, or the float CP's are a notch lower than the SH. This is the sim's way of compensating, but more like OVER-compensating. Just lower the static height below the float CP's by a foot and a half. The model will just softly drop down that distance onto the surface after it loads and all is well.

In wheeled CFS2 aircraft, having the CP's of the main wheels in line with the SH is a good thing for terrain surfaces, but not so much with floaters and CFS2's water code.
 
Seabase???

Thanks Nole.

I'm starting at a dockside in free flight and getting shot up in the air. I'm guessing the docks don't have a runway built in, but only a start.

tobob

Are you starting from an addon 'seabase'? If so, it has a 'water runway' built-in. And in that case, refer to the post about Static Height and Contact Points.
 
This usually happens when the static height and float contact points are either perfectly inline, or the float CP's are a notch lower than the SH. This is the sim's way of compensating, but more like OVER-compensating. Just lower the static height below the float CP's by a foot and a half. The model will just softly drop down that distance onto the surface after it loads and all is well.

In wheeled CFS2 aircraft, having the CP's of the main wheels in line with the SH is a good thing for terrain surfaces, but not so much with floaters and CFS2's water code.


That was it Bearcat241! Thank you guys!
 
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