October 1, 201213 yr Author In my opinion, the effect of hitting the ground is absolutely necessary in order to understand that you have done a tail strike. I may have done 1000 tail strikes during my takeoffs with the NGX, without realizing... It was only a case that I watched the replay of a tkeoff from outside and I saw the fuselage sinking into the ground, thus understanding that I had done a tail strike... James Goggi
October 1, 201213 yr Commercial Member Well if it really is that essential than get something like FS passengers. Still not sure what you expect to learn. Whatever technique you learn in the sim won't apply to real world, rotate at 3 degrees per second. If you think you could have messed up that many times then you are really getting it wrong. Most don't need a big crunching sound to realise they are rotating to fast. Rob Prest
October 1, 201213 yr Most don't need a big crunching sound to realise they are rotating to fast. Some actually do, and in the real world too. Tom "I just wanna tell you both: good luck. We're all counting on you."
October 1, 201213 yr Or maybe it would be a better idea to focus on correct rotation technique? Yeah, and why simulate failures or malfunctions? Just focus on better maintenance and build quality.
October 1, 201213 yr Commercial Member Don't get me started Patrick.. Simulators are used to replicate failures in order to gain confidence in handling the QRH, working efficiently as a team and in the level-d boxes gain a rough idea of how the machine will feel and react within a certain flight envelope. My whole point is this, you are never going to replicate how an aircraft behaves and feels in a tailstrikr situation on a downloadable piece of software for FS.. End of story. If the OP would like a nice crunching sound when he whacks the tail for the hundreth time then so be it, I mentioned fspax because it will do exactly that. What I feel in 'in my own opinion' is he should probably focus more on what he is doing wrong in the first place. Tail strikes on rotation are primarily down to three things. Incorrect trim, poor rotation technique & incorrect Vr calculation. He would probably learn a lot more looking at that Along with his PFD then trying to figure out how to make FS runways hard.. Rob Prest
October 1, 201213 yr On the B737-800/900 there is a tail skid installed just FWD of the APU underneath the fuselage to protect the fuselage during a tailstrike. The tail skid has a wear shoe. The wear shoe absorbs the tail strike when the shoe rubs on the runway. When a tail strike occurs that has a small force, the wear shoe rubs on the runway to absorb the force of the tail strike. When a tail strike occurs that has a large force, the frangible cartridge crushes to absorb the forces of the tail strike (See FCOM 2 page 15.20.21 about the tail skid). Mark Scheerman Boeing 737-6/7/8/900 Ground Engineer
October 1, 201213 yr Don't get me started Patrick. Nothing to get riled up about. Calm down. I'm just saying that I'm for anything that increases the realism and immersion of a sim. Certain consequences or feedbacks when doing something wrong are part of that. As long as I don't have to pay damages with real money I'm game. :wink:
October 2, 201213 yr Author Ok, I had a look at the NGX Aircraft.cfg and this is the info about the fuselage contact points: point.3=2, 52.400, 0.000, -3.536, 500, 0, 0.000, 0.00, 0.0, 0.0, 0.0, 0.0, 0.0, 4, 0.0, 0.0 // Fore point.4=2, -25.279, -55.909, 4.275, 500, 0, 0.000, 0.00, 0.0, 0.0, 0.0, 0.0, 0.0, 5, 0.0, 0.0 // Left point.5=2, -25.279, 55.909, 4.275, 500, 0, 0.000, 0.00, 0.0, 0.0, 0.0, 0.0, 0.0, 6, 0.0, 0.0 // Right point.6=2, -38.123, 0.000, -3.353, 500, 0, 0.000, 0.00, 0.0, 0.0, 0.0, 0.0, 0.0, 9, 0.0, 0.0 // Aft point.7=2, -75.033, 0.000, 32.700, 500, 0, 0.000, 0.00, 0.0, 0.0, 0.0, 0.0, 0.0, 9, 0.0, 0.0 // Tail The point.7 is the tail contact, type 2, that is "scrape", 75.033 behind the center of the airplane, 0.000 to the left or right of the center and with a height of 32.700. At the last but three position of the row there is number 9; this integer value maps a point to a type of sound, that is, in the case of number 9, "tail scrape". Everything looks correct, why doesn't the 737 scrape the ground? James Goggi
October 2, 201213 yr Perhaps the core of a problem is in replay mode being inaccurate? No tailstrike actually occured? --Peter Fabian
October 2, 201213 yr Author Perhaps the core of a problem is in replay mode being inaccurate? No tailstrike actually occured? No, I tried many times in real time to hit the ground with the tail but no scrape occurs, no scrape sound and the fuselage sinks slightly into the ground, then the aircraft lifts off the ground and it's not possible to continue testing. James Goggi
October 3, 201213 yr Hello all I believe that if you enable crash detection in FSX, a tailstrike is detected as a crash and it will stop and reset the simulation. Ionut "John" Micu
October 8, 201213 yr Author I have modified the AFT contact point of the 737-800, that is point.6=2, -38.123, 0.000, -3.353, 500, 0, 0.000, 0.00, 0.0, 0.0, 0.0, 0.0, 0.0, 9, 0.0, 0.0 // Aft with the following point.6=2, -60.120, 0.000, -1.400, 800, 0, 0.000, 0.00, 0.0, 0.0, 0.0, 0.0, 0.0, 4, 0.0, 0.0 // Aft Now at least the lower aft fuselage doesn't sink into the ground when overrotating, so that one understands that the fuselage is scraping the ground. James Goggi
October 8, 201213 yr FS9 I also adapted the tailpoint in my Erick Cantu B727-200 this way! And i added this section in the sound.cfg. [XTAIL_SCRAPE] filename=TailStrikeC flags=0 viewpoint=1 Of course you must have this file in the sound-folder. Maybe you have to play with the loudness in the cockpit. It was a bit tricky to hear to sound. So i get a noise in the pilotsview. Maybe not really.. but it helps to inform you about tails strikes.
October 8, 201213 yr Author FS9 I also adapted the tailpoint in my Erick Cantu B727-200 this way! And i added this section in the sound.cfg. [XTAIL_SCRAPE] filename=TailStrikeC flags=0 viewpoint=1 Of course you must have this file in the sound-folder. Maybe you have to play with the loudness in the cockpit. It was a bit tricky to hear to sound. So i get a noise in the pilotsview. Maybe not really.. but it helps to inform you about tails strikes. I am interested in adding the sound in the NGX. In the sound.cfg file I find this section: [FUSELAGE_SCRAPE] filename=lgblylnd flags=0 minimum_speed=1.00 maximum_speed=60.00 maximum_volume=10000 minimum_rate=1.00 maximum_rate=1.00 I put the file lgblylnd in SimObjects\Airplanes\PMDG 737-800NGX\sound, correct? I can't hear any scrape sound, though, neither from the cockpit nor from outside. Where am I wrong? James Goggi
October 8, 201213 yr James, i'm using FS9. But i think the sound.cfg have the same structur. And my editing is at least 2 years ago. And i used the SDK to find the different sections. So add my above posted section in your sound.cfg. My tailsstrike point // starts tailstrike sound point.6=2, -35.386, 0.0, -3.25 , 1000.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 9.0, 0.0, 0.0 Excerpt from SDK //13 Sound Type This integer value will map a point to a type of sound: // 0 = Center Gear, 1 = Auxiliary Gear, // 2 = Left Gear, 3 = Right Gear, // 4 = Fuselage Scrape, // 5 = Left Wing Scrape, 6 = Right Wing Scrape, // 7 = Aux1 Scrape, 8 = Aux2 Scrape, // 9 = Tail Scrape. So you have to use number 9 in field 13 for tail scrapes. Also i did some playing with one the soundcontrolers in the soundmenu. Can't remember which one. You understand? Open the main menu and go to the loudness menue or so one... I also changed the loudness of the files with a sound editor (Audacity). I attach 2 soundfiles with different loudness. Hmmh, it's not allowed to upload soundfiles. sorry! Also , das damage model is not so good. If you make your config to start the sound by tailstrike the tail will be able to sink a little bit the ground. Edi
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