And.. we're already working under the constraints of the MSFS engine, in that we're fudging turbo-charging, for what was actually super-charging. It's no biggie so long as the max/min MP numbers are accurate, as well as the critical altitude (that's hugely important)..
Edit: And.... the engines are located some 5 feet above the reference line; the float-points are some 10 feet below it. The prop would have to have a cfg diameter of 30+ feet (15' radius) for it to affect water ops. That probelm was an FS9 airfile hangover.
The last cfg/air file I sent you, should have the contact points that work for ground ops. Just start a flight at a land airport..
If you start a flight in water, and THEN "go to" a land airport, the wheels will be stuck under-ground. That's because of the lack of scrape points. I eliminated them as a variable when tuning the float points.. beacause they don't work well with FS9 models in FSX.
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