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KamalClarke

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About KamalClarke

  • Birthday 09/30/1981

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  1. Hi Richdem, I hope you backed up your sim1.dll, since you really don't need to use this method anymore. This method works but has the added disadvantage of messing with the takeoff and landing performance of whatever plane it is that you are flying. If you instead use the dynamicfriction.lua method you get all the same benifits you get with the sim1.dll, except that once you are above 30kts (say for takeoff) the lua restores flight sim's default friction values thus preserving the aircraft's takeoff and landing performance. I'm going to do a seach and then talk to a module developer (if i don't find what i'm looking for) to see whether an application could be created that records take off distance (brake release to lift off and brake release to 35ft) and landing distance (50ft to a full stop). If i get this then i figure i'll put the PMDG heavy hitters through the paces and see how they compare with TOPCAT SIM's figures particularly when operating on Wet, Snow and Ice covered runways. If i see where i can improve the realism a bit more then i suspect that i'll try to convince someone here to make a lua based on trottle position that dynamically changes the wet, snow and ice friction values based on trottle position so we can get better takeoff and landing performance realism when operating from contaminated surfaces. Regards Kamal
  2. Hi All, I think the DynamicFriction.lua already includes increased sliding friction as a default regardless of whether you are below or above 30 kts. Assuming this is the case i think it's easier to just keep it that way. If increased sliding friction helps in tracking the runway centerline during a crosswind situation i suspect it'll also help in a V1-cut or OEI landing situation. In these cases things would get very complicated if you tie the sliding friction to throttle position. During a V1-cut all throttle levers would be forward of 50%, however you would still want the increased sliding friction to help you keep the runway centerline. During an OEI landing situation you may just find that you have the remaining throttle at or above 50%. In some cases it's probably better to fly the aircraft with the higher power setting until touchdown and then retard the throttles to idle. If this technique is used you would perhaps have a few seconds where you would have less than idle ground friction. Regards Kamal
  3. Hi All, Thank you guys for all the information and effort to fix the FSX ground friction issue. I'm pretty excited about this new development. I looked in the DynamicFriction.lua file but had a few questions: I saw where one user had indicated that FSX applies various friction reduction levels for wet, snow and ice covered surfaces. Has anybody been playing around with those values? Can those values be set via the lua file as well? I havent tested it out but has anybody seen where the friction reduction levels for wet, snow and ice covered surfaces plays a difference in the takeoff and landing performance? I suspect that if aircraft developers are made aware of this development then they can really use this to enhance the realism of their aircraft without having to spend significant time working on the air file itself. I suspect the DynamicFriction.lua can be further enhanced. I like the fact that it handles taxi operations realistically below 30 kts and resets the ground friction to default above 30 kts so that for the most part our takeoff and landing performance remains the same. What would be interesting is if the DynamicFriction.lua can increase the wet, snow and ice covered surface friction levels during takeoff and reduce them during landing which would esentially give us longer takeoff and landing rolls when those conditions are present. The lua would need to factor for a RTO event as well since it would need to factor a slower acceleration to V1 and slower deceleration from V1 to 30kts where the lua switches back to taxi operations mode. I suspect the best way to implement something like this would be to have the lua look at throttle position above 30kts (outside of taxi operations mode). If the throttle is above a preset value say 50% then the lua can assume the aircraft is trying to takeoff and would therefore increase the wet, snow and ice covered surface friction levels to simulate a longer takeoff roll when conditions are not dry. If the trottle is below the preset value say 50% then the lua can assume the aircraft is trying to land and would therefore reduce the wet, snow and ice covered surface friction levels to simulate a longer landing roll when conditions are not dry. The advantage of using throttle position versus others would be that RTO situations could easily be handled. I figure that most developers could then set their own values for wet, snow and ice covered surfaces when trottles are above and below the preset value so that the aircraft behaves closer to the real thing. Regards Kamal
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