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MTO another little problem

stockplane

Charter Member
Sorry for the disturb.

In my MTO installation the JHS_North_Africa seaplane bases the take-off is in the air and not on the sea surface.

The other bases are corrects.

Is possible solved?

Thanks for any informations about.

Regards.
 
Stockplane,

Do you mean the water is above 0mtrs (not at sea level), or that your seaplane magically jumps up in the air?

If the water is not at sea level, you have an issue with mesh, or the airfield runway bgl. My guess is the mesh.

If the seaplane jumps up to start in air, it is a problem with some seaplane models (I think it's a contact point problem), so tell us which plane you are using.
 
Understand

Thanks UncleTgt,
in effect i have tested these bases with the Cant Z501 downoad here in SOH that seem have some problem,
with the others seaplanes all is ok.

Regards.
 
Good luck

I also try learn something else about modding.
Good luck for your effer CFS2 need have good new experts.

Regards.
 
stockplane,

I suggest starting with a plane that was designed to be a floater such as the great AR196A-5 by S. Green
and then the Grumman G-21 Goose on the same page.

Here: http://thefreeflightsite.com/Aircraft_CFS2.htm

The AR196 was designed to float in CFS2, the Goose has wheels and was designed to float upon landing
not take off, most will land on water.
BIG difference: even after the conversion any plane designed with wheels, you have to hit the "G" key
to raise the wheels while loading scenery or your plane will either sink or pop into the air.
{some may have to hit and hold the G key ? }

Yes, it is in the contacts points...Aircraft.cfg......[ contact points ]

Start with a true floater close to the size you are working on, copy and name your original aircraft.cfg ( aircraft.cfg1)
open the aircraft.cfg from your floater......delete all under [ contact points ]....copy the stats from the floater and paste
into the original .cfg file. Now spend an hour or so working on points 0 thru 4 (to start). Notice that point 1 is the pair of point 2,
point 3 is the pair of point 4 or what ever it may be...you will see 5 and the -5, once changed you would see 6 and then -6.
After the equal (=) sign if a 2 is changed to 3...all 2's should be changed to 3.

Sorry to be so short,

Gotta go visit a friend in the hospital.

I will attempt to pick up on this later,

Dave
 
A float plane – or land plane for that matter – will jump into the air at start up when the contact points define the aircraft as sitting below the surface instead of on top of it. There is a a few inches leeway but if it is too far below the surface, it jumps into the air.

The aircraft.cfg file has a section called [CONTACT_POINTS] that defines how, and how high above the surface an aircraft sits on the ground, or floats on water. It also defines the scrape points where the aircraft body and wings will come into contact with the surface if landing wheels up, but that should be beyond the issue of a float plane leaping into the air at start up. Adjusting the contact points so the aircraft sits on the surface and not below should cure the problem.

When the aircraft.cfg file is opened you will see the [CONTACT_POINTS] section which looks like this:

[CONTACT_POINTS]
point.0=1.000, -11.567, 0.000, -1.257, 1574.803, 0.000, 0.542, 41.640, 0.321, 2.500, 0.700, 5.000, 5.000, 0.000, 0.000, 0.000
point.1=1.000, 7.673, -4.500, -5.163, 1574.803, 1.000, 0.542, 0.000, 0.428, 2.500, 0.701, 5.000, 5.000, 2.000, 0.000, 0.000
point.2=1.000, 7.673, 4.500, -5.163, 1574.803, 2.000, 0.542, 0.000, 0.428, 2.500, 0.701, 5.000, 5.000, 3.000, 0.000, 0.000
point.3=2.000, 4.6, -21.3, 0.1, 1574.803, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 5.000, 0.000, 0.000
point.4=2.000, 4.6, 21.3, 0.1, 1574.803, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 6.000, 0.000, 0.000
point.5=2.000, -14.167, 0.000, 0.6, 1574.803, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 9.000, 0.000, 0.000
point.6=2.000, 9.667, 0.000, -1.833, 1574.803, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 4.000, 0.000, 0.000
static_pitch=11.646
static_cg_height=4.001

In order to fix the leaping into the air problem you only need the first four numbers of each row plus the static_pitch and static_cg_height numbers, as these define how the aircraft will sit on a surface. See the example below:

[CONTACT_POINTS]
point.0=1.000, -16.167, 0.000, -0.417,
point.1=1.000, 2.833, -4.500, -4.333,
point.2=1.000, 2.833, 4.500, -4.333,
point.3=2.000, -1.000, -20.917, 1.167,
point.4=2.000, -1.000, 20.917, 1.167,
point.5=2.000, -16.167, 0.000, -0.083,
point.6=2.000, 7.667, 0.000, -0.333,

Point 0 is usually the tail or nose (or main float) Using point.0 as the example this is what these numbers mean:

Point.0=1.000 (can also be 2.000. 3.000 or 4.000 in the first position)

This defines what the point is. (note: the trailing zeros are not needed)
1.000 means it is a landing gear/wheel.
2.000 means it's a "scrape" point and hitting it will be a crash.
3.000 means it's a skid and should, well, skid!
4.000 means it's a float and should work well in water only

A float plane must have contact points that are defined as 4.000

-16.167

This defines forward/aft measurement from the middle of the model (not necessarily the center of gravity!)

0.000

This defines left/right measurement from the center of the model

-0.417

This defines up/down measurement from the centerline of the model

Note that point.1 and point.2 are usually the left and right landing gear (or floats):
In these 2 lines the only difference from how point.0 is defined will be that the third number will be negative for the left side (point.1=1.000, 2.833, -4.500, -4.333) and positive for the right side (point.2 =1.000, 2.833, 4.500, -4.333)

static_pitch=11.646
static_cg_height=4.001

These two effect at what angle the airplane sits and how far above or below the surface when you load a flight.

The static_cg_height defines where the plane is in relation to the surface when the flight is loaded. If your airplane drops when you start a flight, try decreasing the static_cg_height. If it jumps into the air try the opposite, increasing the static cg height.

The static_pitch defines the angle the plane sits at. If the aircraft lands on its tail or nose first when starting a flight, you need to adjust it.

The most obvious place to start looking for the jumping cause is the static_cg_height. But it could possibly be the contact points or static_pitch or a combination. The scrape points should not be the cause because if they are in contact or below the surface you will explode, not jump.

Hope this helps.
 
Thanks Capitain Kurt

Thanks really very useful information.

No, all work fine.

Please another information if is possible:

I have installed onto MTO Rami installation the Western_Desert campaign, i have seen that in this package there is also a GSL folder with: Western_Desert_-_1942.gsl these bases are jet in MTO installations.

Are them an upgrade so is necessary add then in GSL or are a replica and is not necessary add them?

Thanks in advanced for all.

Regards.
 
The .bgl and GSL files complement each other. You should install them both.

The GSL will add the buildings, trees, etc. to the bases and possibly to surrounding areas. Otherwise there will be just the runways. Structures that are modeled as part of the air base .bgl are not destroyable. But GSL infrastructure can be destroyed, so developers often will use gsl for air field structures
 
Reply...

Captain Kurt and stockplane,

For the Western Desert campaign, the GSL file is actually for the port at Tobruk, Derna, and Benghazi. Because of the proximity to Achim's bases, I often have to include the local airfield gobs in the GSL file to ensure that the GSL gobs in Achim's airfields in North Africa don't get wiped out by my GSL ports and infrastructure.

The procedure should be to install Achim's bases first, then add my GSL file on top of it. That way, nothing gets wiped out.

Sorry about not responding earlier, I was at an all-day conference today, with another scheduled for tomorrow.
 
Thanks for explanation

Thanks for tours kindly replies.

Yours replies are always really rapidly and kindly.

Thanks a lot.

Regards
 
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