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FSX parking brake: a question

Navy Chief

Senior Member
Ok,

Sometime back, I remember seeing a download somewhere which would alter the parking brake strength, so you could power up, and the aircraft would stay put. Take for example the default Hornet. If you add full thrust, it will start to move. Maybe that is realistic; I don't know. But I don't want it moving until I release that brake!

I found this file:

<center>FSX - FSX Panels </center> <center>FSX Panel--Park Brake Fix Gauge
</center> <center>[SIZE=-1] [ Download | View ] [/SIZE]</center>
Name: brakefx2.zip Size: 64,511 Date: 06-19-2008 Downloads: 797
[SIZE=-1]
brakefx2.gif
FSX Panel--Park Brake Fix Gauge v2. An XML coded gauge that installs anywhere on any panel in FSX. It will stop the aircraft rolling at all power settings to allow engine runups. Version 2 is more stable when active and will allow normal acceleration when released. Also freeze functions will only activate below 1 knot GS so park brake can be used for emergencies in the normal way. By David Ranieri.

I downloaded it, and applied it to the default Hornet, but the aircraft STILL moves. Am sure I modified the .cfg file properly, so no clue what I did wrong.

Can someone please tell me how to change/modify the .cfg file to make the aircraft stay put?

Thanks.

NC
[/SIZE]​
 
Wish I knew an answer. Maybe simply set brake strength really high?
FS has always had bad ground handling coding.:isadizzy:
 
Ok,

Sometime back, I remember seeing a download somewhere which would alter the parking brake strength, so you could power up, and the aircraft would stay put. Take for example the default Hornet. If you add full thrust, it will start to move. Maybe that is realistic; I don't know. But I don't want it moving until I release that brake!

I found this file:

<center>FSX - FSX Panels </center> <center>FSX Panel--Park Brake Fix Gauge
</center> <center>[SIZE=-1] [ Download | View ] [/SIZE]</center>
Name: brakefx2.zip Size: 64,511 Date: 06-19-2008 Downloads: 797
[SIZE=-1]
brakefx2.gif
FSX Panel--Park Brake Fix Gauge v2. An XML coded gauge that installs anywhere on any panel in FSX. It will stop the aircraft rolling at all power settings to allow engine runups. Version 2 is more stable when active and will allow normal acceleration when released. Also freeze functions will only activate below 1 knot GS so park brake can be used for emergencies in the normal way. By David Ranieri.

I downloaded it, and applied it to the default Hornet, but the aircraft STILL moves. Am sure I modified the .cfg file properly, so no clue what I did wrong.

Can someone please tell me how to change/modify the .cfg file to make the aircraft stay put?

Thanks.

NC
[/SIZE]​

the real life hornet has 2 very powerful jet engines. at full throttle, i would suspect that even if you could pin-lock the wheels, with hot, under inflated tires, on hot asphalt, it still wouldn't hold position. stood on it's end i bet it would launch. :icon_lol:
 
Does anyone know if the parking brake strength can be adjusted through the aircraft.cfg file? And if so, how?

NC
 
Problem solved. I had added the new entries in the wrong place in the panel.cfg file. Works just fine now. Aircraft doesn't move an inch until I release that Parking brake. Almost as if there were High Power tiedowns on it!

NC
 
:applause:


I had no clue so I kept my mouth shut..Yes..it was hard to do...LOL
 
When I was flying the technique was to run the power up to 80% and then check engine instruments.

If all looked good, release brakes and smoothly go to 100% then AB, watching for a full nozzle swing.

After that it was look for calculated rotate speed.

I assume it is still basically done the same way. That is what I use in FSX.

Funny how old habits are hard to break, I still look at the engine instruments before releasing brakes and mentally say, "Engine instruments good", even though I know in FSX they will be good.
 
Even the 747 can overpower the brakes on dry pavement... without "reheat". FSX lowered the friction coefficent from FS9 which had a very high value. It does have a bit too much of a tendency to lock the brakes and skid the wheels. This is a bit irritating on aircraft that should be modeled with anti-lock brakes.

T
 
I don't know if it was fleet-wide required or not, but I remember the F-4 Phantom pilots at Patuxent River (way back in the early 1970s) would run up each of engines one at a time at the end of the runway before takeoff.

It made one heck of a noise....

Loved it.

NC
 
Well folks, I am in need of the Parking Brake Fix file(mentioned earlier in this thread) that used to be available for download, but apparently no longer is; leastwise not at Flightsim.com, and have not found elsewhere either.

By any chance, does anyone in SOH have this fix, or know where I can download it? Thanks. NC
 
In the aircraft.cfg there is a section [brakes].

Try adjusting the value:
toe_brakes_scale=1.0

up/down to a value where it doesn't move when brakes applied and does not appear excessive when used on landing (faceplants are not desirable :eek:).
 
In the aircraft.cfg there is a section [brakes].

Try adjusting the value:
toe_brakes_scale=1.0

up/down to a value where it doesn't move when brakes applied and does not appear excessive when used on landing (faceplants are not desirable :eek:).


Thanks Paul!

If I am unable to fix it with the file I was searching for (found it, finally!) I will try adjusting the parameters in the .cfg file. Here is the file I found on Flightsim.com:

<center>FSX - FSX Panels</center> <center>FSX Panel--Park Brake Fix Gauge
</center> <center>[SIZE=-1] [ Download | View ] [/SIZE]</center>
Name: brakefx2.zip
Size: 64,511 Date: 06-19-2008 Downloads: 1,118

[SIZE=-1]
brakefx2.gif

FSX Panel--Park Brake Fix Gauge v2. An XML coded gauge that installs anywhere on any panel in FSX. It will stop the aircraft rolling at all power settings to allow engine runups. Version 2 is more stable when active and will allow normal acceleration when released. Also freeze functions will only <nobr>activate</nobr> below 1 knot GS so park brake can be used for emergencies in the normal way. By David Ranieri.
[/SIZE]


<tbody> </tbody>
 
When I was flying the technique was to run the power up to 80% and then check engine instruments.

If all looked good, release brakes and smoothly go to 100% then AB, watching for a full nozzle swing.

After that it was look for calculated rotate speed.

I assume it is still basically done the same way. That is what I use in FSX.

Funny how old habits are hard to break, I still look at the engine instruments before releasing brakes and mentally say, "Engine instruments good", even though I know in FSX they will be good.

The current technique in favor is a rolling takeoff. Release the brakes, up to mil power, check the instruments, hit the blowers, check the nozzles, check the hyds, then look to the HUD for 48 knots. Personally, if asked, I'd say that's the dumbest thing in the world, and the 80% runup/wipeout is a much better system, so when flying solo that's what I do...but the man has gone away from that practice.
 
The current technique in favor is a rolling takeoff. Release the brakes, up to mil power, check the instruments, hit the blowers, check the nozzles, check the hyds, then look to the HUD for 48 knots. Personally, if asked, I'd say that's the dumbest thing in the world, and the 80% runup/wipeout is a much better system, so when flying solo that's what I do...but the man has gone away from that practice.

I guess I am attempting to mimic the original technique. Back in the 70s, I recall the Phantoms would taxi to the runway, apply brakes; and then (one engine at a time) run up to military, prior to take off.

I made changes to the Panel.cfg, using the downloaded Brake fix file. That didn't work.

Then I made changes to the aircraft.cfg file Parking Brake. That didn't work either.

As usual, I will keep plodding along until I figure it out. I usually do! NC
 
Thanks WingNut, that's my current VRS technique. In my current ride (King Air), generally 1st take-off is static, even then it's hard to really mash on the brakes as the power comes up.

NC, if you are flying the stock FSX-A without mods, the 404's on that one are way overpowered!
 
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