Tutorial on tailwheel freewheeling ?

fleurdelys

Charter Member
Hi everyone,

I've been on this project on and off for the last year and a half. You could call it a long term project...:kilroy:

When I feel the urge to get it moving some more, as I do now, I give it my best until something else distracts me from my ultimate goal... :sleep:

I use FSDS v3.5 and have tried without success to locate a tutorial on the above subject. Anyone out there can point me in the right direction, or preferably, give a link to such a tutorial, please ?

Looking forward to your expert counsel,

Cheers,

Fleurdelys
 
If you mean, a tutorial about getting the tail wheel to freely caster 360 degrees, Freeflight design shop forums are your friend. It's been a while but I think there is a tutorial about that over there or... Someone like Milton can speak up in here. The method is the same in FSDS as ir is in GMax. It's been a while since I've done it myself so I'm pretty rusty.




Brian
 
I can't comment on the design aspects, but to make a tailwheel steerable or free castoring via the aircraft.cfg, is done by changing the Steer Angle in the Contact Points section.

From Milton's D18

Free castoring tailwheel. Steer with differential braking and/or differential throttles.
point.0 = 1, -19.904, 0.000, -0.637, 2200, 0, 0.33, 180, 0.51, 2.0, 0.50, 3, 5, 0, 139, 175.2

Steerable tailwheel. Steer with rudder.
point.0 = 1, -19.904, 0.000, -0.637, 2200, 0, 0.33, 45, 0.51, 2.0, 0.50, 3, 5, 0, 139, 175.2
 
Here is a gmax tutorial I wrote back in 2002 that may be of help.

The "c_wheel" animation is used to provide more realism in your steering. It gives greater steering angles (is not dependant on the rudder deflection angle), and only turns when the aircraft is moving. Use of the c_wheel tag is required for castoring.

Once you have a tail or nose gear created and ready for steering animation (suspension animation should be done first), there are just a few basic steps to follow to make it work in flight sim.
Generally, the overview of the procedure (in gmax) is this:

1. Animate the nose gear in GMAX
2. Export to FS
3. Change the aircraft.cfg nose gear contact point.0 parameter 7 to enter steering angle. (This is the angle of deflection in one direction, or set a castoring gear.)
4. Test in FS

ANIMATE IN GMAX

1. Create any low poly basic stucture for the c_wheel tag at the top of your steerable parts hierarchy. All you need here really is the pivot. A small cube or triangle is fine. You may hide it inside the tail/nose gear if you wish. This object becomes the parent of the steerable parts.

2. Now, link the uppermost steerable object to the c_wheel object. All lower parts can be linked to it as well or you can group or link to the uppermost object.

Example hierarchy:
c_wheel (parent of steerable objects-can be below any non-steerable objects as well)
..c_gear_top (extension/retraction animation is on this part)
..c_gear_bottom (suspension animation is on this part)
....c_gear_axle
......c_tire_still
......c_tire_blurred


3. Set the Pivot on c_wheel using LOCAL Coordinate (See attached picture for details.) It's a good idea right here to go to Hierarchy mode and ensure that your nose gear is aligned with the World and grid before proceeding. Once that is correct, align the pivot with the object.

4. Now for the animation. The most important thing to remember here is that once you see animation working in GMAX, it will work in Flight Sim, assuming you have changed the contact point to add steering angle. ;-)
Select the c_wheel object and click on the Motion icon (animation mode)
a. Move the timeframe slider at bottom to the right and create a Rotation key at 100, 150 and 200.
b. Return the slider to 100 and click the Animate button.
c. Move the slider to key position 150, then rotate the Pivot in LOCAL Coordinate mode to RIGHT to 180 degrees.
d. Now, move the slider to keyframe 200, then rotate the Pivot further right to 360/0 degrees
e. Click the Animate button to end the process.
f. Pull the slider back to 100 to see the animation in action

5. Save your work; select all your objects, export to FS and test it.

NOTE that the process may be a bit different in FSDS.

CONTACT POINTS
In the aircraft.cfg Contact Point section, change the 7th parameter of the tail/nose gear (typically) point.0=1
The Steering Angle is the extent of the deflection in one direction. That is if you use 60 degrees, you will have a total of 120 degree movement from totally right turn to totally left turn. The more angle you use, the sharper the turns, however, the greater numbers will also make your steering more sensitive or feel like oversteer of your movements. 60 degrees seems about as high as I can tolerate in that regard. Use 180 degrees for castoring.

Example contact point here for the attached gmax file of my nosegear:
point.0=1, 21.6, 0.0, -5.4, 3200, 0, 1.4, 180, 0.7, 1.8 0.70, 3, 3, 0, 160, 230

TEST
1. To test, export to FS.
2. Associate it with some model file, change the contact point parameters as necessary and watch it in action.

Hope this little tutorial helps you in some way.
(Note that you can use more keys or less in the animation sequence. This one is simply what I chose.)

Kind Regards
Milton Shupe
 
A great many thanks to Brian, Brent (Dogknot) and specially to Milton for taking the time to post their answers. I will certainly give it a go, starting with Milton's tutorial and will refer also to the other two replies which contain pertinent info on the subject.

Cheers, :icon29:

Fleurdelys
 
How Real aircraft tail/nose wheels move in relation to flight controls vrs. how FS does it is not always appreciated.

Very light aircraft often have nose/tail steering through cables and springs connected to the rudder pedals. This provides a limited amount of deflection in relation to the rudder. FS often applies much greater angular deflection to the gear as opposed to the rudder, making things a bit trickey. Generally a low angular figure in the cfg file gives more realistic taxi... except when you want to make a sharp turn! In real aircraft practice, movement beyond a certain angular value allows the tailwheel to break free and castor, allowing low degree steering and a sharp angular deflection when necessary.

Larger tailwheel aircraft, including most WWII fighters have a castoring tailwheel with a lock mechanism controlled from the cockpit. It is not realistic in this type of aircraft to use a steerable tailwheel, directional control is provided by engine(s), rudder and brakes and use of the T/W lock. For taxing something like a Jug or Corsair, I have the t/w lock mapped to a button on the joystick. Multi engine T/W aircraft had the same setup except differential power allowed pretty good directional control. If you have a multi throttle quad, great, I end up mousing a lever now and then in the VC.

Nose draggers: Several early (WWII era) aircraft were equipped with the newfangled nose dragger system. The P-38, P-39 and B-29 come to mind, there were others. None of these had a steering system, not till the B-50 upgrade did the B-29 fmily end up with this luxury. Milton's A26 is set up with a castoring nose gear, as is historically correct. At first a little interesting to taxi, but once mastered a lot of fun. Where it pays dividends is on the atkeoff run, no overcontrolling!

Modern transports use a dual action power steering nosewheel. also hard to duplicate in FS. On the 747 we have pedal steering through 7 degrees and then a tiller than can cock the nose wheel up to 70 degrees. FS doesn't like this at all!

Cheers: T
 
Thanks also to Fliger747 for this bit of specialized info. I appreciate this type of behind the scene info which really gives a plus to our hobby. :applause:

I tried the info supplied by Milton as is and as he had mentioned, this was for GMAX to start with and there could be differences with FSDS...

Well, there are :
1. The range for the points is the same as mentioned, meaning 100 to 200 but I had to use 4 points instead of 3 as recommended; 100 (0 degree), 135, 165, 200 (0-360 degre)...
2. I made a triangle with the point aiming at me to make it simpler to turn the "wheel_c" pivot by 120 degrees on the 135 and 165 point settings...
3. You must turn the pivot (triangle to which all the other objects are referenced) to the LEFT (contrary to GMAX which specifies to the RIGHT as per Milton's tutorial).
4. After the last key (200*) return to 100* (shift+k) and compile the plane.
5. I used a different setting in the aircraft cfg to reduce the turning speed; mine is set at 115 instead of 180...

Start FS2004 and go try your plane...

Well, this is it and this thread is now a complete tutorial (I guess) on how to animate the tailwheel. My HS-123 now turns on the proverbial dime... :kilroy: :icon29:
 
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