Model sinks in ground problem

Ok, all i can say is that things are possible. The PMP A330 works fine for the player but as an AI the plane is moving through the ground. Simply solved by creating a duplicate so the AI has it’s own files.

You think a little bit creative. Some stuff in MSFS works “around multiple corners”. Do some trial and error and you will get there. We all had to. I’m out.

planes purchased in the marketplace have locked / encrypted files -

also - player aircraft models have accurate ground contact points - but the AI of the same aircraft are sunken into the ground up to half the wheel diameter..or in some cases are hovering as much as one scale foot off the ground

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Sorry so many people are missing your point or not listening to your question and going on about what problem they care about.

@Chaezaa is on to it, but I’m not sure he understands what you’re saying about two flightsim.n entries in the aircraft.cfg, one with isUserSelectable = 1 and isAirTraffic = 0 and vice versa for the other (plus a different model.cfg).

I’m not positive, but I believe there are two issues here.

  1. Asobo is EXTREMELY clear about where 0,0,0 needs to be in a model when you create it. It seems many developers ignore this, or don’t want to have to go through all the trouble it would take to adjust the asset they are using to follow this rule.

  2. Given this it seems as though the AI engine is different from the engine that displays the user selected model. If you look at many payware aircraft they are ALLL over the place in how they appear as AI, I agree with you. And yet, when you fly it, it sits on the ground just fine.

Ultimately, I think the only real fix for this is to move the zero, zero point of the model to the position Asobo prescribes in the SDK. If it is not there, for instance, if, instead of being I think it’s on the centerline at the CG of the airplane, if instead the author places the zero, zero at the nose of the aircraft, or maybe at a point at the center point between the 3 contact points of the wheels, or anywhere else they happened to choose, the plane is going to end up showing up in the wrong location with respect to the ground when displayed as AI.

I’m not 100% positive on this, but it’s the only logical reason that makes sense based on my observations and reading the SDK.

You can check my theory out by downloading the latest (developer) version of ModelConverterX which allows you to read in models and will show you where the origin of the model is (the zero, zero (,zero) point), as well as the contact points and lots of other information. While the software allows you to export FSX style models, I don’t know what the author’s choice is in allowing you to edit and export gtlf models.

Load a plane where the AI is properly positioned, and check its origin and contact points, and compare that to one of the planes you’re using that doesn’t load as AI properly.

A perusal of the aircraft development sections of the SDK will be enlightening as well.

thanks, finally… this is what I mean. So difficult to explain but yet you understand what I mean, thanks.
I use MCX 1.5 already for a while now, to check textures of models etc, but did not yet use it for the contact points. Will try to figure this out by what you say, but have a long way to go.

More than contact points, you also need to check the location of the model origin against what the SDK says it’s supposed to be. I bet you’ll find a difference for those models that aren’t acting appropriately. Then again, it might just be the contact points, which you can change with the config files (flight_model I think? I forget). If it’s the model origin, I’m not a modeler, so I don’t know what you can do about that. Or maybe it’s a combination of the two? I don’t know.

(I believe the origin is also extremely important to getting the flight model to work properly as well, so, if it’s not correct, you may see weird stuff or weird flight model values. I think there’s also an issue with their engine with regard to origin and tail draggers, as even Asobo tail draggers can flip on their side when they start driving to get fuel from a parking spot.)

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AI planes sinking upto their axles, any beyond) is only a recent problem since the last update. Virtually every airport with AI planes shows the bug. This short video also shows how the AI plane behave during a 20 minute period. Very bizzare and very very obvious so I’m disappointed (yet again) how something so obvious gets past the programmers and then past the beta testers. https://www.youtube-nocookie.com/embed/M3Q6yPzdxy8

Yeah, no, that’s been a problem since day 1. I’ve got pictures to prove it if you’d like.

Many of the issues with how 3rd Party planes sit I think has to do with how they set up their origin on their models. It’s a pretty major pain to change it, and it used to be it didn’t matter because FSX and prior versions honored the contact points. Asobo seems to choose another way of calculating how AI planes sit on the ground, and MSFS seems to ignore the contact points. It might also be due to poor documentation, and developers just don’t know something that somebody at Asobo knows, but hasn’t yet decided to tell anyone yet.

In the case that you showed, where taildraggers tip over, I saw someone once say that has to do with the way Asobo deals with the CG of the plane, and it’s messed up on taildraggers.

These are all just guesses and heresay on my part. Somebody from Asobo should address it though. It’s been a problem since day 1.

Edit: I just realized I’m pretty much repeating myself. This is not a new problem though.

Flying Iron kind of fixed their plane a bit, instead of sitting as if it’s flying, now they sit with their tail stuck in the ground. The Milviz Corsair is new to having its wheels not show up I think. I think you’re right there. But it, in fact, sits on the ground properly, and I haven’t seen one taxi for gas yet and tip over.
The L19 has always had the bush plane sit with it’s wheels in the ground and the Amphibian floating in the air. And the Savage Cub and L19 usually tip over when they decide they want to go get gas. I haven’t seen a P-40 since I installed their update. The Bleriot XI however sits quite nicely, though. I’ve got to say however, it’s kind of weird seeing 9 of them on the tarmac at KACK.

I do wish Asobo would do something about our control over what planes appear on the tarmac and which don’t. And I truly wish I didn’t see 10 of the same livery when there are so many to choose from.

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This is a problem and it really needs to be addressed at some point - because the airfields and airports are where most every flight begins and ends. Tail draggers not sitting in three point stance, or with their wheels buried in the tarmac. 20 Bleriots and Birddogs at every airfield. Floatplanes floating above the ramp. But it’s not the only problem at the airports. The incursions of general vehicle traffic that cross the ramps and taxiways or come right up to them and reverse on themselves, along with the airport buses, forklifts and gas tankers that travel all over the place are part of it too.
It would be nice if the general traffic could be excluded from airport vicinities - forklifts restricted to large hangars and maintenance facilities, buses kept near the terminals, and tankers between the storage tanks and the pumps. Too much code probably - maybe just let us decide whether airport traffic is static or dynamic in the GUI?

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Right, I’d like special vehicle parking spots for fuel trucks. So I can limit their locations they sit at, and put maintenance parking spots elsewhere around fields for the Utility and operations trucks to go to.

And I’d like to see the Living World and Airport Services be airport specific. Right now, I don’t know which sets of files affect my fields, even when they have their own.

Just the other day I saw a fuel truck sitting at one of my ga dock parking spots.. I’m not sure where he went, I turned around for a second, and it was gone. I think it drove off into the lake, following the taxiways out to the water runways, haha

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