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Troubleshooting add-ons
Getting 3rd party planes to show in the menu correctly Here's what you do so your added aircraft do not show up in the aircraft menu under "unspecified". Open up the aircraft.cfg for each add-on aircraft you have for flight simulator 2002. Now, if you have five Barons, with 5 different paint schemes, you would need to modify the the ui_variation under each of these Baron versions in the aircraft.cfg file, e.g. : (fltsim.1), (fltsim.2), etc, etc.
(fltsim.0) title=Beech Baron 58 sim=Beech_Baron_58 model= panel= sound= texture= kb_checklists=Beech_Baron_58_check kb_reference=Beech_Baron_58_ref atc_id=N700MS ui_manufacturer=Beechcraft ui_type=Baron 58 ui_variation=White with blue and gold description= anything you like
How to alias a panel in FS2002 In the aircraft directory we place a panel and a sound directory. Of course ALL panels go into the panel directory and ALL sounds go into the sound directory. When you install the plane, change the plane\panel\panel.cfg to read: [fltsim] alias=panel\b737 (or whatever)
In the plane\sound\sound.cfg, change it to read: [fltsim] alias=sound\b737 (or whatever)
If it's not in the aircraft directory, you can have it anywhere as long as the panel.cfg & sound.cfg points to where they are. ie: fs2002\panel\b737 fs2002\sound\b737
Loss of power and altitude at around FL300 with 3rd party addon aircraft The syptom is third party aircraft were losing power and going into a dive at around FL300. One cure seems to be to increase 'Cruise lift scalar' to 2.0 in the tuning section of FSEDIT for each plane affected. I also have had a third party aircraft lose power almost immediately after lift off - this has been cured by increasing 'Thrust Scalar' to 1.3.
FS2000 gauges for FS2002 add-on aircraft If you purchased the standard version of fs2002 and don't already have a version of fs2000 available then this is what you do to get those additional gauges for the King Air and other planes.
1) Go to the Microsoft site (to the fs2000 area) and download a copy of the fs2000 update patch #2(#1 is older and not available).
2) Don't double click or install the file, rather open it with WinZip (or something similar) and copy the kingair, concorde and mooney gauge files to your fs2002 gauge folder. You will need to rename the mooney gauge before it will work. The new name should be Mooney_bravo.gau. If in doubt check the ini file for what the install program actually renames things to (this info is towards the end of the file).
Angle of attack at cruise speed too steep with add-on aircraft If the pitch is excessive, I would suggest having a look at the wing angle of incidence. It's in the aircraft.cfg file listed in the aircraft geometry section. The wing should be mounted on the fuselage at a small positive angle, but I've noticed that a lot of add-on aircraft have it at zero. As the wing has to fly at a positive angle of attack, a zero A of I translates to raising the nose to compensate. This is part of the section from the default B737:
[airplane_geometry] wing_area=1137.0 //Square feet wing_span=94.75 //Feet wing_root_chord=18.0 //Feet wing_dihedral=6.2 //Degrees wing_incidence=1.0 //Degrees wing_twist=-0.5 //Degrees
3rd party aircraft wheels sink into the ground
The calls have been moved to the aircraft.cfg. Adjust the following two lines. so that when you select a plane with the sim paused it sits correctly.
static_pitch=0.24 //degrees, pitch when at rest on the ground (+=Up, -=Dn) static_cg_height=5.11 //feet, altitude of CG when at rest on the ground
And then adjust the wheel contact points so that after pause is turned off it doesn't bounce.
A test to have it correct is when the plane sits correctly on the ground and when you come out of slew with the engines off it doesn't zoom away at cruse speed. The equivalent of the FS98 "dance of death"
locate contact points e.g. point.0=1.000, 53.750, 0.000, -13.833, 1574.803, 0.000, 3.531, 67.980, 0.571, 2.500, 0.912, 13.000, 13.000, 0.000, 0.000, 0.000 point.1=1.000, -10.750, -17.250, -16.333, 1574.803, 1.000, 3.531, 0.000, 2.043, 2.500, 1.273, 14.600, 14.600, 2.000, 0.000, 0.000
point.2=1.000, -10.750, 17.250, -16.333, 1574.803, 2.000, 3.531, 0.000, 2.043, 2.500, 1.273, 15.000, 15.000, 3.000, 0.000, 0.000 ----------------------------------------------------------------- point.0 is the nose gear(3rd number to right,-13.833) if you raise this number, i.e. -13.9 or -14.0, the nose gear will come up out of, or off the runway. point.1 is a main gear, point.2 is also a main gear. The same process applies here.
You will have to edit the contact points in the aircraft.cfg file...assuming that they've been entered. In FS2002 aircraft.cfg files the landing gear locations are set in this following section:
Some of the cfg files include the description: //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) //8 Static Compression (feet) (0 if rigid) //9 Max/Static Compression Ratio //10 Damping Ratio (0=Undamped, 1=Critically Damped) //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) //GEAR point.0=1.000, 0.820, 0.000, -4.000, 1600.000, 0.000, 0.633, 40.000, 0.200, 2.500, 0.900, 3.000, 3.000, 0.000, 0.000, 0.000 point.1=1.000, -8.040, -4.790, -4.100, 1600.000, 1.000, 0.886, 0.000, 0.500, 2.500, 0.850, 4.100, 4.300, 2.000, 152.000, 337.611 point.2=1.000, -8.040, 4.790, -4.100, 1600.000, 2.000, 0.886, 0.000, 0.500, 2.500, 0.850, 4.300, 4.100, 3.000, 152.000, 337.611 There will be more contact points but you should edit the first three that have the point.X=1 Go to the 4th number in each of the three contact points after the = sign and make them have a higher negative number. In the example above the numbers are -4.000,-4.100,and -4.100 for each wheel. With your chopper, I would start with about 1 foot more on each and re-select the plane in the sim for testing. You shouild probably also adjust the: static_pitch=1.560 static_cg_height=3.430 Height of the chopper when selecting. Pause the sim and select the chopper and see how it sits while still in pause. If too low, raise the static height number. Otherwise it will bounce or crash when selecting the chopper.
Go into it's main folder and open the aircraft.cfg file with notepad. Scoll down to the header, CONTACT POINTS.
Notice that each line has 16 numbers, each separated by a comma. (the long decimal values kinds confuse the appearance)
The first 3 lines are your landing gear. In each of those lines, it is the 4th value that you are concerned with -- it is likely a negative number somewhere around -6 and chances are the number is identical in all 3 lines.
In your case, you likely need to reduce (numerically) the value. I suggest you change all 3 at once and do it in small increments.
After making a change, you must force your subject to reload. Just choose another aircraft and then choose your subject again.
One you have got your gear sitting where you want it, scroll to the end of the Contact Points section and look for the line, "static_cg_height=". Replace the value with the same number you used above.
Adding FS2002 landing effects to 3rd party aircraft Open and edit the aircraft.cfg file
[EFFECTS] wake=fx_wake water=fx_spray dirt=fx_tchdrt concrete=fx_sparks touchdown=fx_tchdwn_s, 1
and for large aircraft -
[EFFECTS] wake=fx_wake water=fx_spray dirt=fx_tchdrt concrete=fx_sparks touchdown=fx_tchdwn, 1
How to add wing views to 3rd party aircraft Here's an example of the entry in the panel.cfg for an older A340 model, which had visible wings.
VIEW_REAR_LEFT_UP_WINDOWS=40 // LEFT WING VIEW_REAR_LEFT_UP_DIR=2.0, 0.0, 270 VIEW_REAR_LEFT_UP_EYE=0.0, 0.00, -30.73
Raise/lower the landing gear in 3rd party helicopters If your landing gear won't work in an add-on helicopter, you need to pause the sim to raise or lower it.
Rocking problem with imported aircraft Look through the aircraft.cfg file where 2K2 wrote all the air file parameters and there's a section called "[flight_tuning]". This is where the effectivity numbers are. To fix the rocking issue, adjust the roll stability to 2.0 and aileron_effectiveness to 1.5. This does well for large and small jets, and anything that flies high and fast.
[flight_tuning] cruise_lift_scalar=1.0 parasite_drag_scalar=1.0 induced_drag_scalar=1.0 elevator_effectiveness=1.2 aileron_effectiveness=1.5 rudder_effectiveness=1.2 pitch_stability=1.0 roll_stability=2.0 yaw_stability=1.0 elevator_trim_effectiveness=1.0 aileron_trim_effectiveness=1.5 rudder_trim_effectiveness=1.15
How to Import FS98 & FS2000 Aircraft to FS2002 Pro Firstly, go to your aircraft editor program, then, choose open file, then on the list of aircraft for FS2002 dialog box, click on browse and select your FS2000 or FS98 main program folder, e.g.. = M:\FS2000, or M:\Program Files\FS98 basically where you installed the program. Secondly, choose the main program folder, then click ok, the open file dialog box will automatically read the aircraft folder from the simulator main folder and display all available aircraft for FS2000 or FS98, make the selection you'd like to import and double click on it, a message will pop-up telling you the a/c has been added. Cool! You can import any aircraft you like, however the dynamics will still remain the same for those older aircraft. No problemo just edit the .cgf utill you're happy with the result. If the editor does not let you modify any information on the imported aircraft, go to that aircraft folder and open the aircraft.cfg file with notepad and modify the line that reads EDITABLE=0 to EDITABLE=1. Where zero indicates "OFF" and 1 indicates "ON"
Angle of attack at cruise speed too steep If the pitch is excessive, try having a look at the wing angle of incidence. It's in the aircraft.cfg file listed in the aircraft geometry section. The wing should be mounted on the fuselage at a small positive angle, but I've noticed that a lot of add-on aircraft have it at zero. As the wing has to fly at a positive angle of attack, a zero A of I translates to raising the nose to compensate. This is part of the section from the default B737: [airplane_geometry] wing_area=1137.0 //Square feet wing_span=94.75 //Feet wing_root_chord=18.0 //Feet wing_dihedral=6.2 //Degrees wing_incidence=1.0 //Degrees wing_twist=-0.5 //Degrees
Angle of attack at cruise speed too steep One cure seems to be to increase 'Cruise lift scalar' to 2.0 found under the [Flight Tuning] section of the aircraft.cfg also try increasing the 'Thrust Scalar' to 1.3. Another workaround is to switch to MACH settings and make sure 'display true airspeed' is selected.
Installing landclass scenery
Land Class scenery BGL's (most authors include an 'LC' in the name of these files to identify them, but there are some exceptions around!) control which of the default ground textures are used to cover the terrain mesh at any particular location. The choice of ground textures also controls the appearance of the Autogen buildings and trees (Autogen for some textures is hard-coded into FS2002, whilst in other cases it relies on 'annotations' in matching .agn files). If Land Class BGL's are not correctly installed, FS2002 is unable to locate the .agn files (and may even be unable to find the ground textures themselves), so here are three alternative ways of doing it successfully:
- The easiest is simply to put them in the main \scenery folder, (NOT ADD_ON Scenery) where the default worldlc.bgl is found. If you use this method, no other action is required and the Land Class cover defined in your 'LC' file will automatically replace the default cover in the geographic region defined within the file. Easy.
- Alternatively, if you want to be able to turn the use of the local Land Class scenery on and off, you will need to install it much like any other 'third party' scenery in a folder set of its own and make an entry in the scenery library. But this method will stop FS2002 from finding the ground textures and Autogen patterns if you don't do it right! What you have to do is create a ...\scenery folder without the usual matching ...\texture folder. This may mean that you have to separate a Land Class BGL from other accompany scenery and textures. It is probably also best to install the new Land Class folder at a fairly low level in the library, just above the FS2002 Default Scenery entry.
- The third method is similar to the second, but adds a matching ...\texture folder. If you do this, you then have to make a copy in the local texture folder of all the 0*.bmp and 0*.agn from [b]\scenedb\world\texture[\b].
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