K8 Karakorum Trainer from the Gmax Academy

Rep

Members +
Hi Friends,

some news from the gmax academy website.
The Karakorum took off.
This little trainer is easy to pilot, with a lot of textures from Jonathan "Rooster" Hilaire.
Different models, a light VC, and many variations.
http://gmax-ac.fr/
on the right, "nouveautés" (news)
cheers
Pierre

Karakorum_4.jpg
 
Nice "looking" model and the video is good. . .my concern is with the "lite VC". In an era where the VC is everything, I'll have to reserve comment on the entire package until I can see how "lite" it actually is, especially since no interior shots were included with the video or the info page..
 
I like it, very good on framerates, and a ton of liveries as well. Just took up the Chinese Navy bird for a short spin. Thanks for this new treasure GMAX Academy! Mike :ernae:
 
Very nice little plane. The "lite" VC still cuts the mustard for me.....I can't fly a plane and flick switches at the same time, so I don't bother with the switches...so if they're not there, I don't miss them. Love all the configuration and paint options...it's like getting 80 planes in a single install.

The only downers I can point out are the stock eyepoint for the VC was too low for my taste, so I tweaked it to suit my taste.

[VIEWS]
EYEPOINT=5.65000,0.00000,-1.2

No landing light on the stock plane, so I added the shockwave landing light and shockwave gear gauge to turn them off as the gear retracts.

(add to cfg file lights section)
light.11 = 5, 10.6, 0, -4.4, fx_shockwave_landing_light

(add to panel config, at the end of the virtual cockpit gauge list)
gauge35=Shockwave_Lights!SW Lights_gear, 131,206,20,20

if you don't have the shockwave light package use this line to add the stock landing light to the plane
light.11 = 5, 10.6, 0, -4.4, fx_landing

The wheels sink into the runway, and I can't remember how to fix that issue. Using ACM I made a few small adjustments to the contact points to get them lined up with the wheels fully. I used to have a nice tute on contact point tweaking, but lost it. Anyone know how to fix the sinking? I raised the Static_CG_Height by a foot and the plane dropped due to the height being too high...but the wheels still sank in. I know the fix is in one of the compression settings...but can't recall which.

OBIO
 
Okay, did some trial and error stuff with the contact points. Not perfect, but much much much better. The plane no longer sinks into the runway.

[contact_points]
static_pitch = -1.1
static_cg_height = 7.2
tailwheel_lock = 0
gear_system_type = 0
max_number_of_points = 10

point.0 = 1, 10.269, 0, -7.1, 3000, 0, 0.7, 45, 0.15, 4, 1.2, 5, 5, 0, 250, 300
point.1 = 1, -3.5179, -4.0004, -7.4, 3000, 1, 0.9, 0, 0.5, 2.5, 1.2, 5, 5, 2, 250, 300
point.2 = 1, -3.5201, 4.0008, -7.4, 3000, 2, 0.9, 0, 0.5, 2.5, 1.2, 5, 5, 3, 250, 300
point.3 = 2, -5, -15.8604, -2.5, 1500, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0
point.4 = 2, -5, 15.8606, -2.5, 1500, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0
point.5 = 2, -17.5604, 0, -2.7973, 2000, 0, 0, 0, 0, 0, 0, 0, 0, 9, 0, 0
point.6 = 2, 14.9398, 0, -3.4348, 1500, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0
point.7 = 5, 0.3652, 0, -0.0078, 2000, 0, 0, 0, 0, 0, 0, 0.1, 0.1, 0, 0, 0
point.8 = 2, -15.4762, 0, 7.1518, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
point.9 = 2, -18.6362, 0, -0.5608, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0

OBIO
 
The wheels sink into the runway, and I can't remember how to fix that issue. Using ACM I made a few small adjustments to the contact points to get them lined up with the wheels fully. I used to have a nice tute on contact point tweaking, but lost it. Anyone know how to fix the sinking? I raised the Static_CG_Height by a foot and the plane dropped due to the height being too high...but the wheels still sank in. I know the fix is in one of the compression settings...but can't recall which.

OBIO

The Static_CG Height is the height above the ground the sim places the model at when loading it (and the static pitch is the angle with the ground the model is initially given). Where it subsequently ends up depends on the contact points. Try hiking the value up by ten or twenty feet to illustrate what's meant by the sim "dropping" the model on to the runway - it will fall ten or twenty feet until the contact points, er, make contact with the ground!

The contact points are the only information the sim has about the size and shape of the model to detect position and collision - a Cessna could look like a poached egg for all FS cares about it.

To get the plane to sit properly on the ground, you already have the best tool I know - ACM - which lets you do this visually. The pics show the contact points in side and front views for one of the stock aircraft and you can drag each one to where you want it. The greenish line is the ground level. Read the manual that comes with the program for more details.

The contact points for the wheels together with the Static Compression for each wheel govern how the aircraft sits on the ground, assuming the other contact points are not placed lower than these (which can lead to some odd behaviour).



acmfrontview.jpg





acmsideview.jpg



If you look at the first pic you'll see the wingtip contact points here don't quite correspond with the model's wingtips...
 
Merci messieurs de la GMax Academy !

Nice "exotic" project
5 x different configurations
17 x different paints including all current Karakorum operators.

I simply added the MsFs9 standard GPS on "window 02" of the
panel file.

Thanks again
:applause::ernae:
VaporZ
Trainer Jet Fan

Ps : any news about your Fs9 Mirage 2000/-5/-5F/-9 Package ?
 
Back
Top