Sbob
SOH-CM-2024
While its still a payware title and listed as "for FS9", the Blackhawk takes off and flies well.
Landing the son-of-a-gun, however, always feels like you're aiming for a narrow strip of very wet ice.
Get it wrong and you'll KNOW something screwed up as the helo dances, jumps, and spins.
The problem is found in the [contact points] section and this is how you fix it.
Open the aircraft.cfg file (using Notepad) and find the [contact points] section.
For those of you with better things to do, replace the old lines listed below:
//--------0-----1------2-------3-----4---5---6----7-----8-----9---10----11-12-13-14--15
point.0 = 1, -24.60, 0.00, -8.25, 5500, 0, 0.95, 90, .82, 1.3, 0.7, 0, 0, 2, 00, 300 // tail wheel
point.1 = 1, 4.30, -4.35, -6.83, 2800, 1, 1.50, 0, .90, 1.3, 0.5, 0, 0, 3, 00, 300 // left wheel
point.2 = 1, 4.30, 4.35, -6.83, 2800, 2, 1.50, 0, .90, 1.3, 0.5, 0, 0, 3, 00, 300 // right wheel
point.3=2, 26.075, 0.0, 3.900, 10.0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0, 0, 5, 0, 0
point.4=2, 0.0, 26.250, 4.275, 10.0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0, 0, 6, 0, 0
point.5=2, 0.0, -26.250, 4.275, 10.0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0, 0, 9, 0, 0
point.6=2, -35.550, 1.0, 4.100, 10.0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0, 0, 9, 0, 0
point.7= 5, 0.00, 0.00, 0.00, 0, 0, 0.00, 0, 0.00, 0.00, 0.00, 0.20, 0.20, 0, 0, 0 //Artificial water rudder for animations
gear_system_type=0
and Save. That's it, you're done.
If you're wondering why it works, read on.
Notice that the "point.#=" lines are broken into three types (types 1, 2, and 5). The first group are the actual contact points where things are allowed to touch the ground.
I changed these points slightly so the tires sink into the ground a little bit and also softened the spring rate a little so the chopper doesn't bounce as much.
The second group are "Scrape points" which are things which normally don't touch the ground unless you make a real hairball out of your landing.
This section tends to read more like "voodoo dynamics" because its harder to visualize. I based this section on data from uh-60_cu.zip by Michal Lubiscak.
The final line (point.7) can be thought of as a "float point" for things like pontoons floating on water.
If you want to learn more about what all of those numbers control, let me know and I'll keep the thread going.
Landing the son-of-a-gun, however, always feels like you're aiming for a narrow strip of very wet ice.
Get it wrong and you'll KNOW something screwed up as the helo dances, jumps, and spins.
The problem is found in the [contact points] section and this is how you fix it.
Open the aircraft.cfg file (using Notepad) and find the [contact points] section.
For those of you with better things to do, replace the old lines listed below:
//--------0-----1------2-------3-----4---5---6----7-----8-----9---10----11-12-13-14--15
point.0 = 1, -24.60, 0.00, -8.25, 5500, 0, 0.95, 90, .82, 1.3, 0.7, 0, 0, 2, 00, 300 // tail wheel
point.1 = 1, 4.30, -4.35, -6.83, 2800, 1, 1.50, 0, .90, 1.3, 0.5, 0, 0, 3, 00, 300 // left wheel
point.2 = 1, 4.30, 4.35, -6.83, 2800, 2, 1.50, 0, .90, 1.3, 0.5, 0, 0, 3, 00, 300 // right wheel
point.3=2, 26.075, 0.0, 3.900, 10.0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0, 0, 5, 0, 0
point.4=2, 0.0, 26.250, 4.275, 10.0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0, 0, 6, 0, 0
point.5=2, 0.0, -26.250, 4.275, 10.0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0, 0, 9, 0, 0
point.6=2, -35.550, 1.0, 4.100, 10.0, 0.000, 0.000, 0.000, 0.000, 0.000, 0.000, 0, 0, 9, 0, 0
point.7= 5, 0.00, 0.00, 0.00, 0, 0, 0.00, 0, 0.00, 0.00, 0.00, 0.20, 0.20, 0, 0, 0 //Artificial water rudder for animations
gear_system_type=0
and Save. That's it, you're done.
If you're wondering why it works, read on.
Notice that the "point.#=" lines are broken into three types (types 1, 2, and 5). The first group are the actual contact points where things are allowed to touch the ground.
I changed these points slightly so the tires sink into the ground a little bit and also softened the spring rate a little so the chopper doesn't bounce as much.
The second group are "Scrape points" which are things which normally don't touch the ground unless you make a real hairball out of your landing.
This section tends to read more like "voodoo dynamics" because its harder to visualize. I based this section on data from uh-60_cu.zip by Michal Lubiscak.
The final line (point.7) can be thought of as a "float point" for things like pontoons floating on water.
If you want to learn more about what all of those numbers control, let me know and I'll keep the thread going.