Me thinks you are on the right the right track Bc. Having recently work with a new platform entry there were some similar anomalies encountered, a bit different but in away, similar.
Mine was the aircraft loading on the deck in a different position on virtually every startup. Once to the left side another to the right, forwards or back.
To trouble shoot this I went this route.
As soon as the aircraft loads in the sim hit Pause. It has to done quickly. Before the contact points of the aircraft settles in with its compression.
Hit the alt key, go to views, and spot.
Use the hat switch to move around to a side view of the player aircraft.
When you are at a profile view of the complete bird, un-pause and observe the relationship of the wheels to the platform ( Deck ).
Does it start with the tires below and bounce up or the opposite?
Either is no good. There needs to be very fine adjustments to the platform height. A little goes a long way. 0.03 plus cured my situation since it started above deck and floated a bit before settling in a different area.
Maybe this will help here?
Hi all
I just did a test with the Overhauled TBF.
The wheels sat slightly below deck level and then bounced up.
I removed the 'Dynamics' section. The wheels sat below deck level and then bounced up, no change.
I then raised the platform heights by 0.2m (12.445). The wheels are pretty close to deck level, but still bounce up.
I tried raising by 0.3m (12.545) and 0.4m (12.645) with the same result.
Note that it is difficult for me to test as I do not have the exploding aircraft problem.
And I have tested Seafire's, Barracuda's and Corsair's.
Cheers
Stuart
Try this
[flight_deck_section]
; this section defines the control points the
; AI (and LSO) use to steer towards the flight deck
width=23.0
length=126.8
takeoff_start=0,12.645,-65
takeoff_stop=0,12.645,113.094
landing_start=0,500,-5000
landing_touch_down=0,12.645,-96.111
landing_stop=0,12.645,0
[platform.0]
; platforms are the actual surface that the planes
; land on. You can define as many platforms as you
; want by adding subsequent sections with increasing
; numbers. e.g. [platform.1], [platform.2] etc.
;
; vertices should be defined in model coordinates,
; and counter-clockwise order when viewed from above.
: REMEMBER, positive z is out the TAIL of the ship
; the shape may be concave or convex
; there may be from 3 to 20 vertices (limitation
; may go away later) and they must all be on the same
; plane.
vertex.0=10.192,12.645,-115.94
vertex.1=-10.192,12.645,-115.94
vertex.2=-10.192,12.645,113.094
vertex.3=10.192,12.645,113.094
[LANDING AIDS]
cable.0=10.0,13.645,-101.800,-10.0,13.645,-101.800
cable.1=10.0,13.645,-94.400,-10.0,13.645,-94.400
cable.2=10.0,13.645,-74.800,-10.0,13.645,-74.800
cable.3=10.0,13.645,-67.400,-10.0,13.645,-67.400
cable.4=10.0,13.645,-59.500,-10.0,13.645,-59.500
cable.5=10.0,13.645,-52.700,-10.0,13.645,-52.700
cable.6=10.0,13.645,-45.200,-10.0,13.645,-45.200
cable.7=10.0,13.645,-38.500,-10.0,13.645,-38.500