Sign in to follow this  
spokes2112

Gulfstream FDE ground handleing help needed.

Recommended Posts

Hello all,I'm still tweaking the FDE on the FS2k4 Gulfstream that should be released in a few weeks. What I'm still having a problem with is ground handling. This plane still doesn't turn quite as tight as I would like on the ground. What would be some things you guys would recommend I look at to get better turning performance on the ground???Thanks...

Share this post


Link to post
Share on other sites
Help AVSIM continue to serve you!
Please donate today!

1. Taxi less than 15 knots2. In the nose gear contact point, keep angle of deflection as low as possible. 45 degrees gives very good handling, higher values give sharp turns but cause skidding, difficult takeoff rolls, and squirrelliness (is that a word???) during taxi ops lol3. Make sure weight distribution has a correct percentage of weight on the nose gear (about 20% max I think).Hope this helpsMilton

Share this post


Link to post
Share on other sites

Thanks Milton...I guess what I'm trying to ask here is what in the FDE short of adjusting rudder sensitivity, adjust nose wheel steering. This Gulfstream does not turn as tight as it should under any circumstances. How does one enable differential brakes because I think that's missing from this aircraft as well??? Compared to quality payware add-on

Share this post


Link to post
Share on other sites

Under the {contact points} in the aircraft.cfg the the following are the entries.//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) !!!!<--- Here//8 Static Compression (feet) (0 if rigid) //9 Max/Static Compression Ratio//10 Damping Ratio / Water Rudder Effectiveness (0=Undamped, 1=Critically Damped) / 1.0 = normal//11 Extension Time (seconds)//12 Retraction Time (seconds)//13 Sound Type//14 Airspeed limit for retraction (KIAS)//15 Airspeed that gear gets damage at (KIAS)To add differential brakes add the following, modified accordingly to the aircraft.cfg{brakes}parking_brake = 1 //Parking brake availabletoe_brakes_scale=1.007111 //Brake scalardifferential_braking_scale = 1.0 //Delta on the amount of brake when the rudder pedals deflectedReplace the parentheses with brckets as the forum does not allow brackets. Regards,Roman(KGRB)http://home.new.rr.com/spokes2112/images/Image2.gif

Share this post


Link to post
Share on other sites

Thanks Roman, I'm going to give this a try.... :-wave I'll let you know how it goes...

Share this post


Link to post
Share on other sites

Personally, I think the only way to get it right is to implement ground turning performance with a gauge that augments turns with differential braking inputs. A real Gulfstream has 70-80 degrees of nosewheel travel, depending on the model, and will do a 180 well inside its own wingspan. The only way I've been able to make it work even close to correctly in FS is with an active gauge that blends in differential brake inputs when large (within ~20% of max deflection)rudder pedal inputs are applied. If the dead zone is set correctly, it won't be hypersensitive on takeoff roll, since you shouldn't be kicking the rudders near the stops at that point anyway.RegardsBob ScottATP IMEL Gulfstream II-III-IV-V L-300Washington, DC

Share this post


Link to post
Share on other sites

Bob how would I implement an 'active gauge' for this feature???

Share this post


Link to post
Share on other sites

Gentlemen, sorry gotta make this quick, tis late and an early morn, goin to EAA for one thing.. ( looking for a 3d modeler ) well anyway. Here's a bit of code..... albeit the new entry in FS04 does work, tis takes a lot time to make work precisely for the particular model. This bit of code was made for a 737 model for FS02 with it's weight / mass etc...BUT, seems to work adequetly for any model since it works on some kind of magical dust or something. From the 152 all the way up it performs quite nice. OK (edit) it actually works based on speed and ruuder deflection. The more speed needs more deflection for the diff brakes to kick in. 1. G:Var1 was the flip code to unlock G:Var2 IE the flip guard on a 737.2. the code below will work at all times as long as G:Var2 is not 1 IE default ON.2b. this code does not kick in until under 35 ?? ( unknown exactly but close) KIAS again who wants to do corners greater than that.. Get A F1 or INDY game to do such !! But also it really does help on takeoff run when a wind is envolved.3. The PMDG has very good cornering as it is ( Id rather have a 911 ) but anyway I slanged this code into the panel and made it even better even without the option to shut it off.4. This code is not open source, meaning if you make some bones delivering a project or just make your own, to us addicts. Well.. you know where to reach me. I will not charge unless you do.5. OK(G:Var2) 0 == (A:Ground velocity, m/s) 1.9427954 * s1 35 < & if{ (A:Rudder pedal position, number) 100 * s2 0 > if{ l2 100 l1 d + - > if{ (>K:BRAKES_RIGHT) } } els{ l2 abs 100 l1 d + - > if{ (>K:BRAKES_LEFT) } } } } PS. if you have the "Show no binders" (option) message in the FS8(9).cfg set to "1" one there will be absolutely no recognition of this working, ( other than cornering much better ) with it set to "0" zero it will show diff. brakes (FS04 Only)when workng at slow speeds... And I do mean slow speeds..Anyone for Cheerios? Regards,Roman(KGRB)http://www.eaa.org/images/index/openandlogojuly.jpg

Share this post


Link to post
Share on other sites

Just noticed a syntax error in the code..... But heck it works!!! Too many of "}" the R. parentheses.will fix later. G'Night.!!EDIT!!NO I TRY TO FIX NOW !! B'KUZ IT BUGZ ME ! EXPERIMENTAL AND NOT TESTED ALWAYS ON!!! (A:Ground velocity, m/s) 1.9427954 * s1 35 < if{ (A:Rudder pedal position, number) 100 * s2 0 > if{ l2 100 l1 d + - > if{ (>K:BRAKES_RIGHT) } } els{ l2 abs 100 l1 d + - > if{ (>K:BRAKES_LEFT) } } } Regards,Roman(KGRB)http://home.new.rr.com/spokes2112/images/Image2.gif

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this