Best approach for airliner Camera Shake & Touchdown Sound mods (All Airbus & Boeing)

  • Hi everyone,

    I want to add some landing immersion to the heavy airliners in Aerofly FS 4 (specifically for the Airbus and Boeing fleets). Right now, the touchdowns feel way too stiff, and I can hardly tell when the aircraft hits the runway. I'm looking to add a proper pilot head camera shake and touchdown sound effects.

    I know we can use the user directory (Documents/Aerofly FS 4/aircraft/...) to override things via a parameters.tmd file without touching the main Steam files.

    If anyone has already figured this out:
    1. What are the best Kf (stiffness) and Df (damping) values you use for the <[camera_head][CameraPilot][]> block to get a realistic impact shake?
    2. How can I properly link a custom touchdown .wav sound using the SoundObject system (via gear compression or vertical speed)?

    If anyone already has a pre-made package, a shared folder, or a bulk mod that covers the Airbus and Boeing fleet together, could you please share the files or download links? It would save me a ton of time if I could just drop a ready-to-go folder structure into my user directory.

    Thanks a lot!

  • I've done a lot of tweaking within this area, though there are actual mods for this. I have some saved presets for all airliners, if you want, you can send an aircraft you want changed and I can give you a couple different options for camera shake.

    Kf- Is the Linear Spring Stiffness (How tightly your head is attached to the aircraft)

    Df- The Linear Damping (How quickly movement settles down)

    Kt-Rotational Stiffness

    Dt-Rotational Damping

    Through my experimenting, I've found that Kt and Dt don't really do anything. In the system.tmd Its connected to the fuselage, and increasing those values from 0.0000001 to 9999.0 don't have an effect.

    A higher Kf means the camera is essentially more locked to the aircraft, there is less lag, and the camera movement feels more 'rigid'. Lower Kf allows the camera to feel heavier, lag less, especially upon touchdowns. And gives the camera more of a floating motion, which is essential to the wide body aircraft. What I've seen with this value is that the lower the Kf, the longer it takes the camera to return to the center.

    A higher Df means the oscillations stop more quickly, and a less bouncy/ more stable. A lower Df means the camera continues bobbing after a bump, or even simple G forces. This also gives the camera more oscillation. I don't recommend a low Df, it gives very unrealistic camera movement and makes it seem like the pilots neck is a spring.

    Edited once, last by Mar17 (July 11, 2026 at 12:20 AM).

  • Thanks for the amazing breakdown, Mar17 This explains exactly why the default settings feel so rigid.

    Do you happen to have a universal parameter or a general preset pack that works well across the entire airliner fleet? If you could share the parameters.tmd code blocks or upload the files for them, it would be awesome.

    Also, you didn't mention anything about the touchdown sound effects. Have you ever experimented with the SoundObject system to link custom touchdown .wav files, or do you just rely on the camera shake for immersion?

    Would love to hear your thoughts on that too!

  • Do you happen to have a universal parameter or a general preset pack that works well across the entire airliner fleet? If you could share the parameters.tmd code blocks or upload the files for them, it would be awesome.

    Recently there was a comparable question about the C172 and in the thread I also published a small addon for the C172 (Please use search function).

    From my knowledge of the programming of the aircraft in the FS, such an addon must then be adapted to each aircraft in the user directory accordingly.

    Tschüss, Michael (🍎🚁)

    Configurations:

    - MacBook Pro (16", 2024); Chip: Apple M4 Max; actual macOS
    - Controllers: | WinWing: URSA MINOR-Fighter-Joystick R, EFIS-L & FCU & EFIS-R | Thrustmaster TCA AIRBUS EDITION: 2x Quadrant, 2x Quadrant Add-On | Pro-Flight-Trainer: PUMA X | Steelseries: Nimbus+

    - iPad (12,9", 4th Generation, RAM: 6 GB); actual iOS | Steelseries: Nimbus+

  • Thanks for the amazing breakdown, Mar17 This explains exactly why the default settings feel so rigid.

    Do you happen to have a universal parameter or a general preset pack that works well across the entire airliner fleet? If you could share the parameters.tmd code blocks or upload the files for them, it would be awesome.

    Also, you didn't mention anything about the touchdown sound effects. Have you ever experimented with the SoundObject system to link custom touchdown .wav files, or do you just rely on the camera shake for immersion?

    Would love to hear your thoughts on that too!

    I can share the camera parameter files I've been working on for both Airbus and Boeing aircraft if anyone wants to try them. They're still a work in progress and definitely not perfect, but they're a good starting point.

    The sound effects I'm researching further. I think there's more potential than just replacing or adding touchdown sounds.

    Specifically in the A350, the tmd file exposes wheel loads, gear damper extension, accelerometers, differentiators, and multi-threshold sound triggers. [sound_trigger_rising_multi] , I'm pretty sure, allows you to play different sounds depending on certain thresholds.

    For example, instead of triggering a single touchdown from gear load and only changing its volume, it SHOULD be possible to use 'gear damper compression velocity' (derived from the gear joint using a differentiator) to classify landing severity. Could in theory allow something like:

    Soft landing--- soft_touchdown.wav

    Medium landing---Medium_touchdown.wav

    Firm landing--- firm_touchdown.wav

    Hard landing--- Hard_touchdown.wav

    Though this looks to be supported by the code, I haven't actually tested this out yet, but Jan is known as "the master of the tmd file," so I'm sure he'd know if this is possible or not.

    Here is the workflow I use to create custom sounds:

    Convert your mp3/mp4 into a standard WAV file. The WAV must be exported in a certain format.

    Encoding:PCM/ Bit Depth:16-bit PCM/ Sample Rate: 22050 Hz/ Channels: Mono

    2. Download the Aerofly FS4 Aircraft SDK from the website. You should see an uncompiled dr400 folder. Drop your wav file into that, right-click the dr400 folder, choose "Show more options" and open it with the Aerofly FS 4 Aircraft Converter.

    The Converter should generate a .tsb file, copy that tsb into your target aircraft folder and either:

    Reference it in a new soundloop or sound_multi object using the .wav filename in the TMD. Or

    replace an existing sound in your new file.

    I'm still experimenting with all this, I'm not finished with anything, there's more I want to test, but Jan said all building blocks/objects are reusable, so in theory this could work.

  • These pages can help you further:

    This "old" FS 2 Wiki is still current and a very big help for me when programming the airplane TMDs.:)

    Tschüss, Michael (🍎🚁)

    Configurations:

    - MacBook Pro (16", 2024); Chip: Apple M4 Max; actual macOS
    - Controllers: | WinWing: URSA MINOR-Fighter-Joystick R, EFIS-L & FCU & EFIS-R | Thrustmaster TCA AIRBUS EDITION: 2x Quadrant, 2x Quadrant Add-On | Pro-Flight-Trainer: PUMA X | Steelseries: Nimbus+

    - iPad (12,9", 4th Generation, RAM: 6 GB); actual iOS | Steelseries: Nimbus+