wheels on float planes

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wheels on float planes

Postby levkovvvv » Fri Jan 04, 2008 6:42 am

I was wondering how to convert a floatplane into an amphibian.Anyone?
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Re: wheels on float planes

Postby garymbuska » Fri Jan 04, 2008 12:25 pm

I was wondering how to convert a floatplane into an amphibian.Anyone?

You might as well build one from scratch as you can not edit existing Aircraft with out the original file the designer used to create it, and most designers are not into handing there hard work over to just anyone.
But if your were able to get a hold of the original file that yes you could add wheels to it or anything else you wanted to for that matter. But I must CAUTION you it is not as easy as you might think GMAX can cause one to go bald as it is not what I call user friendly.  8-)
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Re: wheels on float planes

Postby Vladimir » Fri Jan 04, 2008 3:12 pm

lev,take a similar amphibian,open aircraft config file(cfg) and then find something like contact points(i am sure of the name 100%)copy it to a float plane at coresponding possition and it will work.NOTE:ALWAYS BACKUP ORIGINAL FILES OR PROBLEMS MAY OCCUR
Last edited by Vladimir on Fri Jan 04, 2008 3:17 pm, edited 1 time in total.
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Re: wheels on float planes

Postby fabiane » Fri Jan 04, 2008 3:24 pm

Hallo Vladimir,

so you descided to make an account...,

but you know that we usually one have ONE account per person....,

Welcome to the V nevertheless,
Have fun!

Cheers,
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Re: wheels on float planes

Postby garymbuska » Fri Jan 04, 2008 7:00 pm

lev,take a similar amphibian,open aircraft config file(cfg) and then find something like contact points(i am sure of the name 100%)copy it to a float plane at coresponding possition and it will work.NOTE:ALWAYS BACKUP ORIGINAL FILES OR PROBLEMS MAY OCCUR

Ok I give how will altering contact points put wheels on a aircraft :-?
If I am not mistaken altering the contact points will only serve to raise or lower the aircraft from the ground so yes you could suspend a aircraft in mid air but it sure would look funny with out any wheels on it 8-)
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Re: wheels on float planes

Postby Wingo » Fri Jan 04, 2008 8:36 pm

Wheels are considered as contact points under the CFG. When flying and landing, you will never SEE any wheels but if you edit the CFG the plane will act as if it does have wheels.

       //0  Class
       //1  Longitudinal Position        (feet)
       //2  Lateral Position             (feet)
       //3  Vertical Position            (feet)
       //4  Impact Damage Threshold      (Feet Per Minute)
       //5  Brake Map                   (0=None, 1=Left, 2=Right)
       //6  Wheel Radius                (feet)
       //7  Steer Angle                         (degrees)
       //8  Static Compression           (feet)  (0 if rigid)
       //9  Max/Static Compression Ratio
       //10 Damping Ratio               (0=Undamped, 1=Critically Damped)
       //11 Extension Time              (seconds)
       //12 Retraction Time             (seconds)
       //13 Sound Type

[contact_points]
point.0 = 1,  0.90,  0.00, -4.09, 1500, 0, 0.5, 22.0, 0.25,2.5, 0.7, 0.0, 0.0, 0
point.1 = 1, -4.70, -4.50, -4.01, 3500, 1, 0.5,  0.0, 0.3, 2.5, 0.7, 0.0, 0.0, 2
point.2 = 1, -4.70,  4.50, -4.01, 3500, 2, 0.5,  0.0, 0.3, 2.5, 0.7, 0.0, 0.0, 3
point.3 = 2, -3.90, -18.0,  3.00, 1800, 0, 0.0,  0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 5
point.4 = 2, -3.90   18.0,  3.00, 1800, 0, 0.0,  0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 6
point.5=  2,-20.23,   0.0,  0.30, 1800, 0, 0.0,  0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 9
point.6=  2,  1.48,   0.0, -2.17, 1800, 0, 0.0,  0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 4
point.7=  2,-22.80,   0.0,  5.83, 1800, 0, 0.0,  0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 7
point.8=  2, -4.90,   0.0, -2.00, 1800, 0, 0.0,  0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 8


Above are the contact points for the 172. Note the 7th value (labbeled 6 on te list above) states wheel radius. Now we see 3 values with a wheel radius of 0.5, the first three contact points. Now the first number on those three points are all 1, which defines them as a wheel.

Now to add wheels onto a float plane, find an amphibious plane about the same size as the one you are using and copy the points which have a value of 1. You will note the each point has a sequential number. Place the copied points at the bottom of the list and number them sequentailly. You may need to edit the first second, third and fourth values for each wheel as these determine where exactly the wheel is on the aircraft. play around with these til the aircraft sits and handles right.
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Re: wheels on float planes

Postby garymbuska » Fri Jan 04, 2008 9:50 pm

Wheels are considered as contact points under the CFG. When flying and landing, you will never SEE any wheels but if you edit the CFG the plane will act as if it does have wheels.

       //0  Class
       //1  Longitudinal Position        (feet)
       //2  Lateral Position             (feet)
       //3  Vertical Position            (feet)
       //4  Impact Damage Threshold      (Feet Per Minute)
       //5  Brake Map                   (0=None, 1=Left, 2=Right)
       //6  Wheel Radius                (feet)
       //7  Steer Angle                         (degrees)
       //8  Static Compression           (feet)  (0 if rigid)
       //9  Max/Static Compression Ratio
       //10 Damping Ratio               (0=Undamped, 1=Critically Damped)
       //11 Extension Time              (seconds)
       //12 Retraction Time             (seconds)
       //13 Sound Type

[contact_points]
point.0 = 1,  0.90,  0.00, -4.09, 1500, 0, 0.5, 22.0, 0.25,2.5, 0.7, 0.0, 0.0, 0
point.1 = 1, -4.70, -4.50, -4.01, 3500, 1, 0.5,  0.0, 0.3, 2.5, 0.7, 0.0, 0.0, 2
point.2 = 1, -4.70,  4.50, -4.01, 3500, 2, 0.5,  0.0, 0.3, 2.5, 0.7, 0.0, 0.0, 3
point.3 = 2, -3.90, -18.0,  3.00, 1800, 0, 0.0,  0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 5
point.4 = 2, -3.90   18.0,  3.00, 1800, 0, 0.0,  0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 6
point.5=  2,-20.23,   0.0,  0.30, 1800, 0, 0.0,  0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 9
point.6=  2,  1.48,   0.0, -2.17, 1800, 0, 0.0,  0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 4
point.7=  2,-22.80,   0.0,  5.83, 1800, 0, 0.0,  0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 7
point.8=  2, -4.90,   0.0, -2.00, 1800, 0, 0.0,  0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 8


Above are the contact points for the 172. Note the 7th value (labbeled 6 on te list above) states wheel radius. Now we see 3 values with a wheel radius of 0.5, the first three contact points. Now the first number on those three points are all 1, which defines them as a wheel.

Now to add wheels onto a float plane, find an amphibious plane about the same size as the one you are using and copy the points which have a value of 1. You will note the each point has a sequential number. Place the copied points at the bottom of the list and number them sequentailly. You may need to edit the first second, third and fourth values for each wheel as these determine where exactly the wheel is on the aircraft. play around with these til the aircraft sits and handles right.

ABSOLUTELY but it was my understanding he wanted to see the physical wheel itself and altering contact points like you said is not going to produce a wheel
but doing what you described will give the result of a wheel being there 8-)
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GTX 950 OVER CLOCKED: 2 Gigs Ram Windows 10 Home 64 bit Operating system. 750W Dedicated modular power supply. Two Internal 1TB hard drives 1 External 1TB 3.2 USB hard drive. SAITEK Cessna flight Yoke with throttles.
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