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Can someone tell me what causes the aircraft jumpies????

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I've been wondering what causes your aircraft when taxiing or just parked; to get a case of the jumpies and getting jiggy with it?If it keeps up the aircraft can end up crashing while doing an impression of a low rider contest in East LA ;-). I use to think it was just a poorly done freeware flight model etc. but now I'm seeing it on all of my payware aircraft as well sometimes. Can someone please enlighten me as to what is going on?

Hello All, Yeah, me too! I have several nice freeware aircraft that I like to fly, however they have the 'jumpies' and it gets old . . . any way to correct this?Best to all,Clayhttp://www.dreamfleet2000.com/gfx/images/F...ers/Dopke01.jpgClayton T. Dopke (Clay)Major, USAF (retired)"Drac"

LOLI regrettably don't have an answer for you, but the way you worded the question gave me the best chuckle I've had all week. Thanks!!!

Check your AFCADs make sure the surface is ashphalt.Bruceb

Bruce Bartlett

 

Frodo: "I wish none of this had happened." Gandalf: "So do all who live to see such times, but that is not for them to decide. All we have to decide is what to do with the time that is given to us."

I just saw this last night, changing from cockpit to spot view in the Aeroworx King Air at the default KMIA. It's not the aircraft, it's the location.CheersTim http://members.chello.nl/t.westnutt/realair.gif

I've seen alot of this too.Could it be a discrepancy between the AFCAD's elevation and the mesh elevation?The mind boggles..-JeremyThe Ozark DogfighterHappy Flying!

I have seen this question before.It's something to do with 'addon scenery' files and the difference between 'mesh' layers.The taxying aircraft see's a step, usually between runway and taxi routes.Dave T. .........On the lovely warm Devon Riviera and active 'FlightSim User's Group' member at http://www.flightsimgrpuk.free-online.co.uk/

Dave Taylor gb.png

 

 

 

I use no addon scenery at all and I nevertheless have this jumping problem.It happens at certain airports and not at others.Actually I do some flying in Rio de Janeiro. The jumping happens at SBRJ (Rio-Santos DUmont) and doesn't at SBGL (Rio-Galeao Intern.).And it happens also with the dafault planes.It NEVER happens when you use a separate window, that means when you are in the cockpit, you do Ctrl-W and then use this new window to dothe spot viewing.Guy

I think may be more related to the aircraft.I've developed a few aircraft (with tail-wheels) for my own use and I ALWAYS have a problem to get them to sit properly on the runway properly. Initially on loading they either pop up from beneath the runway or drop down onto it. There seems to be a conflict between the values set for the contact points and the static_pitch and static_cg_height variables in aircraft.cfg. The SDK defines these as:"The static pitch of the aircraft when at rest on the ground (degrees). The program uses this value to position the aircraft at startup, in slew, and at any other time when the simulation is not actively runningThe static height of the aircraft when at rest on the ground (feet). The program uses this value to position the aircraft at startup, in slew, and at any other time when the simulation is not actively running."I've never understood why they are needed as, in theory, it ought to be possible to calculate them from the contact point details. I tried calculating them myself but that didn't work - possibly because I got the calculations wrong although I tried to take account of undercarriage compression and so I reverted to trial and error to get them right. Can anyone clarify the relationship between the contact points and the wheel radius? Wher the leg is vertical it seems staightforward: however it's not so clear if the leg's inclined as on a tail-wheel aircaft.

Gerry Howard

ME too, I put chains instead of ropes,on the tie downs,now the plane don't jump,however the tarmac just keeps doing up/down. Kinnda like what a couple of belts of Jack Daniels does to me!! :-rotor "HAVE FUN" VIN

I don't recall all the details but it sounds like it has something to do with the sim recalculating the ground elevation. This can happen for a number of reasons and is most commonly seen when the active view changes location dramatically, such as when you are viewing AI aircraft. For performance reasons the sim only caches accurate elevations in a limited radius around the current view. If you jump to a distant location it throws out the hi-res data for the location you were just at. When you go back it has to reload the hi-res data. When the aircraft asks for the ground elevation (which it does every few frames) any small differences may cause a 'jump' since the elevation change is passed through the sim engine. In other words the aircraft reacts as if you were travelling over bumpy ground.Now, because the change gets processed by the sim engine the end result will be dependent on the aircraft in question--specifically the spring forces in the landing gear. The default aircraft are tuned to dampen this effect. However, many 3rd party aircraft--in an effort to model the 'real' elasticity--are nore sensitive. Some actually register damage and trigger a crash when this happens.One solution would be to maintain separate terrain caches for each view window. Unfortunately this would significantly increase memory requirements and would ultimately degrade performance.

  • Author

If you jump to a>distant location it throws out the hi-res data for the>location you were just at. When you go back it has to reload>the hi-res data. When the aircraft asks for the ground>elevation (which it does every few frames) any small>differences may cause a 'jump' since the elevation change is>passed through the sim engine. In other words the aircraft>reacts as if you were travelling over bumpy ground.>>Now, because the change gets processed by the sim engine the>end result will be dependent on the aircraft in>question--specifically the spring forces in the landing gear.>The default aircraft are tuned to dampen this effect. However,>many 3rd party aircraft--in an effort to model the 'real'>elasticity--are nore sensitive. Some actually register damage>and trigger a crash when this happens.>>One solution would be to maintain separate terrain caches for>each view window. Unfortunately this would significantly>increase memory requirements and would ultimately degrade>performance.Hey thanks for the info; makes since to me now.It's always good to hear from someone on the development team on this issue.

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