Water Rudders

There are several entries in the aircraft.cfg required and optional:

Contact points for floats are class 4 and rudders are class 5 as below (see my D18S floats as example)

point.1=4, 11.25, -6.417, -6.90, 3000, 0, 0.00, 0.00, 0.85, 2.50, 0.65, 0.00, 0.00, 0, 0.00, 0.00
point.2=4, 11.25, 6.417, -6.90, 3000, 0, 0.00, 0.00, 0.85, 2.50, 0.65, 0.00, 0.00, 1, 0.00, 0.00
point.3=4, -2.50, -6.417, -6.40, 3000, 0, 0.00, 0.00, 0.95, 2.50, 0.65, 0.00, 0.00, 2, 0.00, 0.00
point.4=4, -2.50, 6.417, -6.40, 3000, 0, 0.00, 0.00, 0.95, 2.50, 0.65, 0.00, 0.00, 3, 0.00, 0.00
point.5=5, -12.5, -6.417, -6.50, 1600, 0, 0.00, 25.0, 0.00, 0.00, 0.65, 1.00, 1.00, 0.00, 0.00, 0.00
point.6=5, -12.5, 6.417, -6.50, 1600, 0, 0.00, 25.0, 0.00, 0.00, 0.65, 1.00, 1.00, 0.00, 0.00, 0.00

Also, in the Gear_Warning_System, the SDK says:

gear_warning_available = 1 Sets the type of gear warning system available on the aircraft. 0 = None, 1 = Normal, 2 = Amphibian (audible alert for water vs. land setting).

In the Effects section, the SDK has this:

Wake: The wake effect triggered behind float planes

Water: Water splashes triggered at low speeds on float plane

waterspeed: Water splashes triggered at high speeds on float plane

In the Sound.cfg, the SDK points at terrain type flag=8 to control sound type.

Of course, the model must have the floats and rudders modeled in.
 
point.5=5, -12.5, -6.417, -6.50, 1600, 0, 0.00, 25.0, 0.00, 0.00, 0.65, 1.00, 1.00, 0.00, 0.00, 0.00
point.6=5, -12.5, 6.417, -6.50, 1600, 0, 0.00, 25.0, 0.00, 0.00, 0.65, 1.00, 1.00, 0.00, 0.00, 0.00
Don't forget the steering angle. That's the portion I've highlighted. Too much and you can get erratic behavior, too little and you just don't turn. You'll have to play with it a little.
 
Thanks Milton and Tom I found the missing line while you were posting but appreciate the extra info. BTW what is SDK? Always a treat here at SOH:jump:
 
SDK = Software Developer's Kit, in this case the Container SDK. It's nothing more than a Word file that goes a long way to detail what goes into the aircraft folder. Most of it is dedicated to the aircraft.cfg file and decoding much of the information there. While support for FS9 has been discontinued, MS still has all of the SDK's on their servers. Have a look here:
http://support.microsoft.com/kb/555857

The links aren't clickabe, but you can copy/paste them into your address bar and get them. Even though most of the Container SDK is like reading a college chemistry textbook, it's still worth getting for reference.
 
Just in case it wasnt mentioned, you must also activate Water Rudder (in some cases) on your keyboard in the Sim, (controls keyboard assignments).

Usually in FS2004, its Shift-W.

In FSX its Control-W.



Bill
 
Sorry to go OT, but I was wondering if Bill's new Avatar might be an indication of a new project?

I would love a Tailwind!
 
Thanks again everybody for the value-added info. I'll have a look at those links soon.
Since I seem to have tapped a good vein here what does anyone know about creating or modifying lights? I have messed around with some to fill in some gaps in whats out there. I made a convincing blinking red and green set as seen on real Hueys and other aircraft but am flustered that I can't make one that looks like its rotating. I did get one that is close with a payware bird but can't make the 'off' interval short enough. Is there any hope for a trial and error guy like me? Does this require special software or just know-how?
 
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