
Carbon Cub
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Tomfa -
November 26, 2022 at 9:08 AM -
Thread is marked as Resolved.
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Actually, if you are just now doing the 3D cockpit layout including instrument panel why put in the LCD center panel if you don't plan to actually code it up to work anyway. Just do regular steam gauge instruments and maybe VOR nav instruments along with the manipulators for them if you plan on supporting IFR .
Thanks for the photo👍 It is an alternative to go for the old panel. Jet-Pack (IPACS) How complicated is it to introduce a GPS panel at some stage? If leaving a reserved space for it in the 3d model.
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- Official Post
We currently do not have any display that you could re-use to fit into that landscape GPS display. And it is unlikely that I'll get time to develop this exact GPS display. The closest match would be the 787 PFD or you could use the display area for a moving map.
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Design team has been working hard the last weeks:) Here are some preview pictures of the current interior design for the Cub, pending texturing work etc. Any feedback is welcome
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IPACS this is not the original thread content. Arbitrarily cutting and pasting posts from one thread to a different thread to create a conversation that is not even true anymore is a form of public disinformation .
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Am I to understand this Cub is being developed by IPACS for FS4...? If so..."sweet"
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I hope to see the day of this project which dates back to 2019, which was originally developed by Kai.
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I hope to see the day of this project which dates back to 2019, which was originally developed by Kai.
Well we are gonna do our best to complete this project. Even though it might take some time.
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I have now got the tmd and tmc files modified according to the instructions for porting from Aerofly FS2 to FS4, and now it seems to parse without errors. Attached is a screenshot with the model loaded into Aerofly FS4 (new model modifications are still missing). It seems that the ground contact needs some adjusting though. Is this to be adjusted via ContactSpheres (still new to all concepts involved with Aerofly development)?
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- Official Post
Contact spheres are used to position the model above the ground for the very first simulation step. After that the contact points have no impact on the physics what so ever. You need to adjust the wheels inside the tmd file to make the aircraft sit on the ground properly. Extract your 3D position for the center of each wheel and the radius and enter them in the tmd file, then it should sit on the wheels just fne.
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Contact spheres are used to position the model above the ground for the very first simulation step. After that the contact points have no impact on the physics what so ever. You need to adjust the wheels inside the tmd file to make the aircraft sit on the ground properly. Extract your 3D position for the center of each wheel and the radius and enter them in the tmd file, then it should sit on the wheels just fne.
Thanks a lot for the info, I will give that a try.
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There should be correct coordinates for the wheel origins and radius in the .tmd files, however, when loading the aircraft it "jumps" around on the ground and causes simulation to restart.
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One possibility, If you configure the view for a tail chase camera, then force aircraft reload using assigned shortcut key and you see that your aircraft spawns above the runway then drops onto it and the sim restart due to aircraft "crash" condition then maybe your right/left/tail gear Kp and Kd settings are too low.
Note: You probably already know this but just in case.
To get the "Reload aircraft" shortcut key in Simulation Control settings as shown
You need to enable debug in main.cfg
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Another possibility is that since you changed to position of the wheels, one of the previously defined collision boxes (fuselage or landing gear) now intersects with or is below the tarmac so a collision condition is reported and needs adjustment.
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Another possibility is that since you changed to position of the wheels, one of the previously defined collision boxes (fuselage or landing gear) now intersects with or is below the tarmac so a collision condition is reported and needs adjustment.
Thanks gonna test with your suggestions. The same behavior I had both with the old and modified gear positions.
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One possibility, If you configure the view for a tail chase camera, then force aircraft reload using assigned shortcut key and you see that your aircraft spawns above the runway then drops onto it and the sim restart due to aircraft "crash" condition then maybe your right/left/tail gear Kp and Kd settings are too low.
Note: You probably already know this but just in case.
To get the "Reload aircraft" shortcut key in Simulation Control settings as shown
You need to enable debug in main.cfg
The aircraft immediately jumps up and flips around when starting the simulation.
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- Official Post
Another possibility is that since you changed to position of the wheels, one of the previously defined collision boxes (fuselage or landing gear) now intersects with or is below the tarmac so a collision condition is reported and needs adjustment.
There are no collision boxes in Aerofly FS. All collisions are computed based on the actual 3D mesh of the airplane + manually TMD defined wheels.
The flips or glitches come from an ill-defined joint. Check the joint multis and reduce their Kd and Kp values. You can make then rigid for now to get away from the issue temporarily, with input lock 1.0:
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There are no collision boxes in Aerofly FS
Looking at the dr400.tmd from the SDK, I saw these collisionhull and collisionblade defines so that that I why I thought there were collision boxes.
Line 125: <[collisionhull][CollisionFuselage][]
Line 134: <[collisionhull][CollisionLeftWing][]
Line 143: <[collisionhull][CollisionRightWing][]
Line 152: <[collisionhull][CollisionLeftElevator][]
Line 161: <[collisionhull][CollisionRightElevator][]
Line 217: <[collisionhull][CollisionFrontGear][]
Line 260: <[collisionhull][CollisionLeftGear][]
Line 305: <[collisionhull][CollisionRightGear][]
Line 784: <[collisionblade][CollisionPropeller][]
Edit: but looking more closely I see that they are not actually collision box defines, my bad.
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There are no collision boxes in Aerofly FS. All collisions are computed based on the actual 3D mesh of the airplane + manually TMD defined wheels.
The flips or glitches come from an ill-defined joint. Check the joint multis and reduce their Kd and Kp values. You can make then rigid for now to get away from the issue temporarily, with input lock 1.0:
Thanks for the help, it seems to be related to the multibody joints for the gear. The values was 150000 for Kp and 500 for Kd (front wheels), and 10000 / 400 for the tailgear (and these values cause the model to jump around). InputLock stabilizes the system (and the wheels are on the ground, some minor adjustments might be needed), but need to try with some different combinations of values.
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What is the preferred process for determining / estimating the Kp/Kd values for different elements (e.g. multibody joints, wheels etc)?
Are there any tools that can display the different forces acting on an aircraft in Aerofly FS4?
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