Posts by Jet-Pack (IPACS)

    The copilot.tmc is a set of parameters that the copilot uses to fly the airplane and to control the systems. This is mainly the mass of the airplane, wing area, flap airspeeds, gear extension speed and things like that. It also defines what the copilot knows about the autopilot in the aircraft and what buttons it can push or modes it can use.

    But the copilot also takes care of the throttle mixing. So if you only assign Controls.Throttle it diverts it to single engine throttle Controls.Throttle1 or multi engine throttle Controls.Throttle1, Controls.Throttle2, etc. depending on what the aircraft has defined in the copilot.tmc file.

    Jet-Pack (IPACS) I finally got the throttle to respond by doing some debugging (manually setting the different inputs to a fixed value, to trace the entire chain). It seems the problem is in the input_lever definition, this code works correctly:

    // throttle
    <[tmvector2d][Range][ 0.0 1.0 ]>

    If I use Controls.Throttle1 (which the Aerofly FS2 to FS4 documentation suggests), the throttle does not work at all in this particular aircraft. What could be the reason for this?

    Are you using the assigned throttle axis or the throttle lever clickspot?

    Replace <[string8][InputMixture][ActualMixture.Output]> with <[string8][InputMixture][1.0]> and check if that fixes the issue

    When you host a session you need to make sure that the ports are opened on your PC, on your modem/router and that your ISP servers also allow the port forwarding on their servers. I had to upgrade my contract to a more expensive one and call my internet service provider to be able to host a server.

    TLDR; Just select the scenery and model you want to fly and join an empty session in the list of sessions. Then just wait for others to join, sometimes no one is online, sometimes someone just needs to take the first step.

    The easiest way to get something to work is by copying it from another aircraft. A lot of messages were added for Aerofly FS 4 which could not be assigned in Aerofly FS 2.

    We do have a 3D editor to visualize parts of the TMD. I can send you a copy, though the tool itself isn't documented. But I'm keeping it up to date because that's what we're working with as well.

    The last two sliders adjust the contrast and transparency of the overlay. Per default the overlay is not visible but it can be enabled in the settings to gain access to the copilot controls, view menu and other buttons.

    In the video the reason for the crash reset is a propeller collision with the ground. The gear was probably too soft to stop the velocity and deflected enough for the prop to hit the ground.

    Regarding the airfoils: If I recall correctly the Carbon Cub tmd is based on Krzysk's Piper Cub and I already set up the airfoils for that. So the airfoils should be all good in theory. You can of course adjust it for flaps lift and moment coefficients, etc.

    Wenn die Fluginfo noch nicht eingeblendet ist, dann mit Taste i einblenden. Dann oben rechts im Multifunktionsmenü den Knopf für quick-lift drücken.

    Den Knopf kann man sich auch auf die Tastatur belegen, ich meine standardmäßig ist das L.

    If you adjust the contact points you can perform a little drop test. Adjust the last values in the contact points to adjust the contact point size and thus height above ground upon initialization.

    No, the rigidbody R0 should be where the center of mass of the gear is located, the R0 of the joint should be where the hinge is located and the R0 of the wheel is where the wheel rotates about.

    To set up a jointmulti first check that the R0 of the two referenced rigidbodies are set correctly and the Pivot of the joint (R0). R0 of the rigidbody is the center of mass and if your rigidbody is very light and very far from the joint's R0 position and the Kp/Kd are high then the physics can explode numerically. So you want to make sure that the R0s are set correctly before you continue.

    In the second step I'd reduce the damping and spring constants (Kd, Kp) by a factor of 10 until it no longer explodes. The gear may collapse at this point and the prop may hit the ground and cause a reset but that is not as critical - it's the instant reset or glitching/jittering that needs to be taken care of first.

    You can do this for one gear at a time.