Aircraft AeroSachs Tecnam P-Mentor I developed for MSFS2020 (but working in compatibility mode) is shown as sink in the ground in the configuration screen
Repro steps:
Just access configuration screen for the selected AeroSachs Tecnam P-Mentor aircraft
I set that static_cg_heigth parameter in order to show it properly in MSFS2020 during the pre-flight cinematics but I think it’s the static_pitch (as indicated in your post) to be corrected as it has the nose sunken. I’ll test it
I logged the issue in our backlog about the static_cg_height param as I was able to reproduce it.
I tried with the static_pitch but I think it’s only the static_cg_height value that’s causing the behavior.
@Boris Thank you for looking into this, but if you’re going to have a look in there then I’d like to mention that there are other related problems casued by the sim’s use of static_cg_height, and to a lesser degree static pitch.
For starters…
On amphibian aircraft, if the static_cg_height is set “correctly” for a land airplane, then in multiplayer, when landing on water, the plane will appear to other players to be hovering potentially several feet above the water at its “gear extended” static cg height value, despite its hull or floats actually being fully immersed in the water. You can see this bug with the CL-415 in multiplayer. It looks awful. The same problem happens for any amphibians that are used as AI traffic if they enter the water. The sim isn’t recognizing the actual contact point positions, and is using the static cg height for everything.
The only way to solve this multiplayer / ai traffic problem for amphibians is to set the static_cg_height to zero, or near zero, but this comes with several issues that require messy workarounds…
The “hangar view” on the aircraft selection screen uses static cg height to initially position the aircraft, prior to its contact points being loaded in, so the plane will immediately “sink” into the floor. The workaround for this is to set conditional code in the external model to detect if the plane is at a lower altitude than it’s normal height with gear extended, and if so then force the plane, per frame, to an altitude just a tiny bit higher than that value, until it finishes loading in. After that the fully extended landing gear contact points take over.
Slew mode uses static cg height, not actual contact points as it should, so the plane will sink into the ground there as well if you engage slew on the ground. If you come out of slew in that condition then the sim registers it as a crash with the ground. You can work around this by putting in conditional code to temporarily disable crashes, and again forcing the plane to a specific altitude above ground, until the plane has fully recovered from slew.
Active pause also uses static cg height on the ground, so you need the same workarounds there to prevent crashes with the ground.
The pushback tug in the sim uses static_cg_height as well, for some reason, to connect with the nose gear, and there’s no workaround for that for amphibians that I can figure out, so just can’t have a pushback tug anymore.
Basically, at this point, I would love to see static_cg_height just go away, if at all possible, and the aircraft’s real contact points be used for all ground contact calculations.
I checked with the team in charge, and we currently have no plans to change the behavior of static_cg_height or static_pitch.
In fact tuning these values down to 0 as a workarround can sometimes cause behaviors, such as “seaplanes hovering above sea level” as well as the other behaviors you listed, @Ramasurinen. This caused by using the workaround of setting the value too low or to 0.