[BUG LOGGED] Xcub floats unable to steer on the ground

Do you have any add-ons in your Community folder? If yes, please remove and retest before posting.
No
Are you using Developer Mode or made changes in it?
No
Brief description of the issue:
Using the Xcub floats variant and being on the ground with gears deployed will not allow you any steering apart from powered rudder turn. Is this on purpose? In comparison, the Cessna 172 floats variant has no issues with ground steering.
As I have no knowledge of standard amphibious planes, I’d appreciate to get other people’s opinion and knowledge about this.
Provide Screenshot(s)/video(s) of the issue encountered:

Detail steps to reproduce the issue encountered:
Spawn in on the ground and try steering
PC specs for those who want to assist (if not entered in your profile)

Build Version # when you first started experiencing this issue:
1.18.13.0
Are you on the Steam or Microsoft Store version?
Microsoft Store
Did you submit this to Zendesk? If so, what is your ticket #?
Not yet - will do soon

Realistic water physics are currently non existent in the sim unfortunately. Too bad now that we have so many great float planes. Hopefully water physics will be implemented in the future. Just filed a ticket regarding the lack of realistic water physics and keep my fingers crossed.

5 Likes

Yes this is a bit of a problem when it comes to taxiing to the runway, inasmuch as it’s impossible to turn.

2 Likes

The fact that it is yet another aircraft unable to lower the gear once down on the water to taxi out on a ramp and that apparently nobody bothered to test its handling on the water or on the ground is simply amazing.

The typical amphibious floats have free castering front wheels…so they are either steered with differntial braking…doesn’t or barely works with the XCub or with the rudder…also barely works with the X-cub.

Most likely a contact point issue…in the old sims a steering angle >90° was all you nneded to make a free castering wheel…it couldn’t be this simple here :face_with_monocle:

In previous Sims the default planes were actually helpful explaining certain portions of the files such as the contact points in the C-172 in FS9 and FSx:
//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

[contact_points]
point.0 = 1, 0.90, 0.00, -4.09, 1500, 0, 0.5, 22.0, 0.25,2.5, 0.7, 0.0, 0.0, 0
point.1 = 1, -4.70, -4.50, -4.01, 3500, 1, 0.5, 0.0, 0.3, 2.5, 0.7, 0.0, 0.0, 2
point.2 = 1, -4.70, 4.50, -4.01, 3500, 2, 0.5, 0.0, 0.3, 2.5, 0.7, 0.0, 0.0, 3
point.3 = 2, -3.90, -18.0, 3.00, 1800, 0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 5
point.4 = 2, -3.90 18.0, 3.00, 1800, 0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 6
point.5= 2,-20.23, 0.0, 0.30, 1800, 0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 9
point.6= 2, 1.48, 0.0, -2.17, 1800, 0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 4

Does something like this exist for MSFS ??

Using the C172 G1000 Float contact points I now have the Xcub behave on the ground and better in the water…I was even able to lower the gear and taxi out…just have to keep it slow to avoid a crash.

point.0 = 1, 4.4, -3.5, -6.8, 750, 0, 0.5, 15, 0.424, 1.5, 0.75, 8, 8, 0, 0, 0, 4
point.1 = 1, 4.4, 3.5, -6.8, 750, 0, 0.5, 15, 0.424, 1.5, 0.75, 8, 8, 0, 0, 0, 4
point.2 = 1, -4.9, -3.5, -7.05, 1500, 1, 0.5, 0, 0.132, 2, 0.75, 11, 11, 2, 0, 0, 4
point.3 = 1, -4.9, 3.5, -7.05, 1500, 2, 0.5, 0, 0.132, 2, 0.75, 11, 11, 3, 0, 0, 4
point.4 = 4, 3, -3.29, -5.65, 1500, 0, 0, 0, 0.3, 2.5, 0.39, 0, 0, 4, 0, 0, 1
point.5 = 4, 3, 3.28, -5.65, 1500, 0, 0, 0, 0.3, 2.5, 0.39, 0, 0, 4, 0, 0, 1
point.6 = 4, -9.467188, -3.55, -4.95, 1500, 0, 0, 0.3, 2.5, 0.39, 0, 0, 4, 0, 0, 1
point.7 = 4, -9.467188, 3.55, -4.95, 1500, 0, 0, 0, 0.3, 2.5, 0.39, 0, 0, 4, 0, 0, 1
point.8 = 5, -11.546, -3.55, -5.3, 2200, 0, 0.75, 60, 0.237, 4, 0.8, 1, 2, 2, 0, 0, 1
point.9 = 5, -11.546, 3.55, -5.3, 2200, 0, 0.75, 60, 0.237, 4, 0.8, 1, 2, 2, 0, 0, 1
point.10 = 17, 4.2, 0, 0.9, 1, 0, 0, 0, 0, 0, 0, 0, 0, 7, 0, 0
point.11 = 2, -3.9, -17, 2, 350, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0
point.12 = 2, -3.9, 17, 2, 350, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0
point.13 = 2, -18.2, 0, -0.3, 720, 0, 0, 0, 0, 0, 0, 0, 0, 9, 0, 0
point.14 = 2, -22, 0, 5.3, 350, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0
point.15= 2, 4.390305, -3.49685, -4.181302, 500, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 1
point.16= 2, 4.390305, 3.49685, -4.181301, 500, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 1
point.17= 2, -0.526055, -3.500003, -5.370309, 500, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 1
point.18= 2, -0.526055, 3.500003, -5.370309, 500, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 1
point.19= 2, -10.207049, -3.499701, -4.113675, 500, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 1
point.20= 2, -10.207049, 3.499701, -4.113675, 500, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 1

Only problem is that with these CPs the right side wheel animations are not correct. On the ground they are up.

1 Like

Still broken after todays update.

Wow…
Thanks for checking!
Lets hope maybe for a package update or a quick fix on this :crossed_fingers:

Using the contact points from the float C-172 as shown above works as I said at least as far as the function goes.
Ground handling including differential breaking is all good.
Not sure what in the contact points makes the animation incorrect. The right side is showing retracted when extended and vice versa.

For me that will do until a real fix comes from ASOBO.

this should be a higher priority for asobo - makes this upgrade worthless on the ground. I’m going to also do the c172 g1000 fix listed above… too bad Asobo’s QA missed this…

1 Like