Skip to content
View in the app

A better way to browse. Learn more.

The AVSIM Community

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Declutching a propellor

Featured Replies

I was wondering if there is a way to declutch a propellor (like a the rotor is declutched on a helicopter) to allow the prop to free spin in the wind ?

  • Moderator

As far as I know, it is not possible.Which, given that propellers are either direct driven or gear driven, makes sense...

Fr. Bill    

AOPA Member: 07141481 AARP Member: 3209010556


     Avsim Board of Directors | Avsim Forums Moderator

With some autogyros it was possible to run up the rotor via the engine on the ground to enable them to make a near-vertical take-off. The rotor was declutched before take-off.

Gerry Howard

It would be a nice feature to have for turboprops, but since they are so poorly modeled in the sim to begin with, I guess it's just another brick in the wall.regards,Joe

The best gift you can give your children is your time.

sigbar.gif

  • Commercial Member

Fortunately, the turboprop example can be done...a prop wind-milling on the ground - engine off, doesn

  • Author

dmaher - my situation is not any different then a turbo prop free spinning in the wind, as you described. I just used the word de-clutch because I was hoping it was a possibility.Can you produce what you spoke of ?>> So, it's just a visual effect done with a custom (prop) object script. If engine off and windy and prop not tied...spin prop :) << to match the following:IF engine off AND (airspeed OR windy) THEN spin prop.More detail please on where that script/code would be installed (i.e modeldef.xml) ?

  • Commercial Member

I haven

  • Author

Well it mostly works. It will free spin in the wind, when on the ground or in the air, but it continues to spin after landing and there is no wind.

  • Commercial Member

BTW, What "Speedfactor" are you using?And what RPM are you getting?

  • Author

RPM is zero as I just cloned prop0_still and moved the clone to the side a bit, so I could see the reaction.Speedfactor...hmmm...I was supposed to do something with that, somehow, somewhere ? :(

  • Commercial Member

els{ 1 (A:RELATIVE WIND VELOCITY BODY Z,Feet per second) (P:Local Time,Seconds) * * rnor 50 * }1 is a multiplier to increased or decreased the RPM of the windmilling...try 10 or 0.1 or 1000Also try this animation section instead...the prop will only windmill if the wind speed is over 15 ft/s (head on)

<Animation>	<Parameter>		<Code>			(GENERAL ENG COMBUSTION:1,Bool) !			(A:RELATIVE WIND VELOCITY BODY Z,Feet per second) 15 >			and				if{ 1 (A:RELATIVE WIND VELOCITY BODY Z,Feet per second) (P:Local Time,Seconds) * * rnor 50 * }				els{ (A:PROP ROTATION ANGLE:1,Radians) 50 * }		</Code>	</Parameter></Animation>

  • Author

I set the SpeedFactor to 2 and loaded up the new code.The animations spins at the right time and stop at the right time, so we are good there.The animation is twitchy, instead of smooth spinning. What will correct that ?

  • Commercial Member

After the </Code> and before the </Parameter> statements you'll need to add a "lag" statement.Such as:<Lag>400</Lag>You will determine the best number to use through testing....From the SDK....

<Lag> A lag can be entered so a part will not jump instantaneously from one state to the next.Lag is measured in the maximum number of keyframes per second.So, for example, if the animation frame length is 50, and the lag is set to
400
, the animation will take a minimum of 50/400 or one eighth of a second to complete.

  • Author

dmaher - I tried the Lag 400 code, but it actually made things worse by causing the animation to not really spin much at all. Is there somthing opposite of Lag, which would speed things up ?Also I found this, and wondered if it has an affect on using the number "rnor 50" ?****************************Posted: Tuesday, February 27, 2007 11:01 PM"" So, our friend Rafael dos Santos pointed out to us last week that there was a bug in the rnor function that can be used in XML scripts (in both gauges and modeldef.xml).He noticed that 4.0 rnor should be 4.0, not 0.86 as FS returns. The problem is that we're doing a mod by pi instead of 2 pi. (oops)What to do about this? I would suggest taking a number and converting to degress (using the rddg function), then using dnor (to normalize the number of degrees to a range between 0 and 360). and then convert back to radians using dgrd. Take care to mind your d's and r's and g's, though!And yes, this will be fixed at some point in a future release... ''"

Create an account or sign in to comment

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.