easyFly in AFPD, how to get converted model on the ground correctly
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I'm just learning, STRUGGLING I should say, to convert Microsoft Flight Simulator models into easyFly models, for use in AFPD. Apparently it's much simpler to convert them to easyFly than to true AFPD planes. I'm having some <span style="text-decoration: underline;">fantastic</span> results with some models - I've got a few helicopters and planes that I haven't seen ANY AFPD or easyFly models for yet, some very unusual aircraft. If I can get this all worked out, I will upload any aircraft that don't have copyright restrictions and/or that I can get permission to Post.
I have two major, major problems, and wonder if someone out there can help. After I convert a model, I find the closest equivalent model in terms of size and type, and borrow it's DNS file. Invariably, every model I do this with starts out half-submerged into the ground. And no amount of fiddling with the wheel variables seems to get it above the ground. I'm trying to use AOA to find the correct positions, but it seems like I get different numbers every which way I rotate things in AOA. Can anyone describe how to find the RIGHT settings for the wheels, please please???
I'll do one thing at a time here - if I can get any help with THIS problem, then I'll come back and ask about getting rotors & props spinning!
Thanks for ANYONE's time!!
I have two major, major problems, and wonder if someone out there can help. After I convert a model, I find the closest equivalent model in terms of size and type, and borrow it's DNS file. Invariably, every model I do this with starts out half-submerged into the ground. And no amount of fiddling with the wheel variables seems to get it above the ground. I'm trying to use AOA to find the correct positions, but it seems like I get different numbers every which way I rotate things in AOA. Can anyone describe how to find the RIGHT settings for the wheels, please please???
I'll do one thing at a time here - if I can get any help with THIS problem, then I'll come back and ask about getting rotors & props spinning!
Thanks for ANYONE's time!!
#2
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<h3 id="postTopic82514"><span>the answer</span></h3><div id="postText82514" class="messageBody">Okay, once again I'm going to answer my own question, since I figured it out, in case it might help someone else down the road looking for the same answer. Pardon me for the long explanation, but the short thing I read before confused me, so I'd rather give too much info than not enough. The ONLY piece of info I had found on this subject was on Rodeo's website. But it wasn't at all clear to me.
From Rodeo's website (http://www.rodeo.rc-sim.de/Default.htm):
Get the aircraft properly to the ground:
Positive X value moves object to the nose
Positive Y value moves object to the left
Positive Z value moves object upwards
Leftwheel.R = vector( -0.160, 0.30, -0.320 );
Leftwheel.S = vector( -0.160, 0.30, -0.390 );
Leftwheel.Radius = 0.0700;
Rightwheel.R = vector( -0.160, -0.30, -0.320 );
Rightwheel.S = vector( -0.160, -0.30, -0.390 );
Rightwheel.Radius = 0.0700;
See formula for Z values: R - Radius = S
Now, what confused me was the statement "Positive Z value moves object upwards". I was starting with some numbers like "-0.455". To me, if you ADD to a negative number, you get closer to -0-, right? Not in this case. In order to raise the model up, I simply had to add to each of the variables by the proper amount. And you MUST change all 3 of these variables properly, keeping in mind the formula stated above, or else the model crashes on the ground, before you even do anything, etc, etc. Note that I have put the critical numbers in BOLD to make them easy to see.
<span style="text-decoration: underline;">Bad (in the ground) wheel DNS example: </span>
Leftwheel.R = vector( -0.158, 0.388, <span style="font-size: 12pt;">-0.0</span> );
Leftwheel.ww = 1.0;
Leftwheel.M = 0.0;
Leftwheel.Type = 3;
Leftwheel.S = vector( -0.158, 0.388, -0.455 ); <span style="font-size: 12pt;">-0.435</span>
Leftwheel.Radius = <span style="font-size: 12pt;">0.100</span>;
<span style="text-decoration: underline;">Good (on the ground) wheel DNS example: </span>
Leftwheel.R = vector( -0.100, 1.04, <span style="font-size: 12pt;">-0.56</span> );
Leftwheel.ww = 1.0;
Leftwheel.M = 0.0;
Leftwheel.Type = 3;
Leftwheel.S = vector( -0.100, 1.040, <span style="font-size: 12pt;">-1.246</span> );
Leftwheel.Radius = <span style="font-size: 12pt;">0.5110</span>;
After I increased each variable correctly (the math doesn't look right to me as I review the above - but it worked!), the model was raised above the ground to sit on it's nice wheels, as intended. If you only knew how much time I spent figuring this out!! I'm sure there's an easier way to determine the proper setting, but at least I can accomplish this now thru trial and error, and maybe this information and example will help someone else.
Aerofly Pro Deluxe easyFly convert converted FS9, FSX, Microsoft Fight Simulator dns file</div>
From Rodeo's website (http://www.rodeo.rc-sim.de/Default.htm):
Get the aircraft properly to the ground:
Positive X value moves object to the nose
Positive Y value moves object to the left
Positive Z value moves object upwards
Leftwheel.R = vector( -0.160, 0.30, -0.320 );
Leftwheel.S = vector( -0.160, 0.30, -0.390 );
Leftwheel.Radius = 0.0700;
Rightwheel.R = vector( -0.160, -0.30, -0.320 );
Rightwheel.S = vector( -0.160, -0.30, -0.390 );
Rightwheel.Radius = 0.0700;
See formula for Z values: R - Radius = S
Now, what confused me was the statement "Positive Z value moves object upwards". I was starting with some numbers like "-0.455". To me, if you ADD to a negative number, you get closer to -0-, right? Not in this case. In order to raise the model up, I simply had to add to each of the variables by the proper amount. And you MUST change all 3 of these variables properly, keeping in mind the formula stated above, or else the model crashes on the ground, before you even do anything, etc, etc. Note that I have put the critical numbers in BOLD to make them easy to see.
<span style="text-decoration: underline;">Bad (in the ground) wheel DNS example: </span>
Leftwheel.R = vector( -0.158, 0.388, <span style="font-size: 12pt;">-0.0</span> );
Leftwheel.ww = 1.0;
Leftwheel.M = 0.0;
Leftwheel.Type = 3;
Leftwheel.S = vector( -0.158, 0.388, -0.455 ); <span style="font-size: 12pt;">-0.435</span>
Leftwheel.Radius = <span style="font-size: 12pt;">0.100</span>;
<span style="text-decoration: underline;">Good (on the ground) wheel DNS example: </span>
Leftwheel.R = vector( -0.100, 1.04, <span style="font-size: 12pt;">-0.56</span> );
Leftwheel.ww = 1.0;
Leftwheel.M = 0.0;
Leftwheel.Type = 3;
Leftwheel.S = vector( -0.100, 1.040, <span style="font-size: 12pt;">-1.246</span> );
Leftwheel.Radius = <span style="font-size: 12pt;">0.5110</span>;
After I increased each variable correctly (the math doesn't look right to me as I review the above - but it worked!), the model was raised above the ground to sit on it's nice wheels, as intended. If you only knew how much time I spent figuring this out!! I'm sure there's an easier way to determine the proper setting, but at least I can accomplish this now thru trial and error, and maybe this information and example will help someone else.
Aerofly Pro Deluxe easyFly convert converted FS9, FSX, Microsoft Fight Simulator dns file</div>
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From: Coronel SuarezPcia Buenos Aires , ARGENTINA
Great stuff. Well done</p>
I have a large text file in German given me by Andy Broenner giving a wealth of detail and info on the TMD file values. I have translated part of it. But now I am heavily involved in the reality part of the reality/simulation equation. Specifically, deriving torque and horsepower curves from thrust and RPM data using my test rig and OS .65LA engine. So, unfortunately, work on AFPD modelling is on hold for the time being.</p>
If you want the text file, I would be happy to send it to you by email.</p>
Best wishes</p>
Mike</p>
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Mike, I just sent you a PM, thanks!! I think I shouldn't post my email address here, but gave it to you in the PM. Tim
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From: , UNITED KINGDOM
Hi
I just sent you a pm as well. I would really like a copy of this. I have been working on a model since 2006!
Thanks very much in advance,
Daniel
I just sent you a pm as well. I would really like a copy of this. I have been working on a model since 2006!
Thanks very much in advance,
Daniel
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docdan, if Mike doesn't respond soon, pm me with your email, and I'll send it to you. But if you do - be sure and Post that you did so here, so I'll get the email notice about the posting.
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From: Coronel SuarezPcia Buenos Aires , ARGENTINA
Hi, Daniel should now have a copy of Andi Broenner's TMD documentation.
Mike
Mike
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Thanks very much guys, that is really helpful. I am sure that I will have a few questions when I have read the document, but I am at work right now!
Cheers
Daniel
Cheers
Daniel



