Hi, my aircraft have retractable float and as i see there is simvar to control
it but, when i set an extend and a retract time to a float, the contact point
simply disapear… What do you think is it actually possible and simulated in
the sim? Or do i have to simply create a custom code for my floats animation,
and stay with a stationary float? It’s not really realistic if the floats are
in high position and I land with the aircraft… Thank you in advance for your
answers
Contact points can’t animate but they can be instantly changed from retracted
to extended as that is how the main gear work. I am not sure about floats. But
set it up just like gear then test. For the visuals you can always animate
that.
Hello @Jimmy_BlueMesh Retractable floats are handled by the sim but there are
a few tricks: - You must have at least a wheel contact point defined for the
floats reaction to be evaluated. So if your aircraft doesn’t have any, define
a fake one placed in a position where it will not interfere. - You have to
use the RETRACT_FLOAT_SWITCH_INC and RETRACT_FLOAT_SWITCH_DEC events
to control their position. (these don’t have corresponding entries in the
control option menu as far as I can see) The RETRACT FLOAT SWITCH simvar
has 3 position: 1(extend)/0(neutral)/-1(retract) Let us know if that solves
your problem. Regards, Sylvain
Hi @FlyingRaccoon It’s ok, it works now, I have a two-position switch that
correctly controls the floats in and out. Thanks for the wheel contact point
tips
@FlyingRaccoon I have one more question. I would like my floats to be deployed
when I am in the hangar or on the water. Unfortunately I have not found any
parameters to define the position of the float for my .flt .
If you control their animation using a LocalVar and then set that value in the
FLT you’re golden.
I’ve got working everything i wanted in my Late 631 with some tricks using Lvar and Bvars. And so i’ve set the default value in the flt yes