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.Air file creation

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ca-ontario
I have tried to search the forum for information on .air files, but the search parameter excludes the word .air because it is too short and too common, So I am asking what seems like a stupid question but here goes.
When creating a new plane model, how are .air files created and using what program? Is there any instruction as to how to do this?

Michel
 
Thats a difficult question.

AIR files were originally needed in the old days and carried data and tables (especially the tables part) for certain area's of the aircrafts flight characteristics. An airfile set were the 'aircraft.cfg' and the 'myplane.air' files.

When you created a new plane, you usually chose one of the tempate sets that came with Flight Simulator and then changed them to fit as your own plane. Copy/paste them to your planes folder, then start modifying them until you have your own planes set of config and air files, fully tuned to how your plane should handle.

So, in answer to your question, what I would do is use one of the stock aircraft 'air' files and make the changes to it. Use one that is close to what you have, like if you are doing a single engine, gas, prop plane, then maybe the Cessna 172, etc.

I use the freeware 'AircraftAirfileManager.exe' program to make alterations and tunes to the AIR file. Awesome program.

Question: Does FSX require AIR files or can you use a single 'config' file like P3D can?
 
Some things that are in the AIR file that are not in the configs are the main handling parts in section 1101, engine oil pressure, fuel pressure, hydraulics pressure, engine parameters, etc, etc.

I just remembered, you might find out more on AIR files in the section of the SDK called Aircraft Container.
 
I just checked my SDK folder and all I have is a "SimOdject Container" witch has Aircraft configuration file, Simulation object Configuration file and Sound configuration file. Nothing on the .air file.
Presently trying to look for sources on line.
Right now I have downloaded "AieED" by William M Roth, which seems OK to do the actual editing, but lacking a good tutorial to explain all the entries.

Michel
 
You will need to look at P3D SDK they talk more specifics on air files and also provide the program to create them.

They are basically asm (assembly code) files.

Not sure if you should use P3D v1.4 or V 2.4 - hopefully they are then same. So you should purchase P3D. :D

People usually just modify stock ones.
 
I would like to just modify stock ones, But I would need to know some direction as to how and what to modifie.
Question: is the air file linked to cfg file in such a way that making changes to cfg and not the air file might prevent the aircraft from loading?
or even vise versa?

Michel
 
Michel,
You might get more response if this was in the Flight Dynamics forum. Also that is the place to look for previous discussions.

However, for the object to appear as an airplane, you need the right sort of air and config files. I would suggest starting with the 172 files. You can use the air file just as it is and make changes to the config,
If you do no changes to the contact points the boat will probably sink so adjust them for floats (Class=4) where you want buoyancy, like two forward and two aft.
Then you do not want it to fly, so make the wing area about 4 sq ft and span 2 ft.
If it is to be pilotable, you need a panel file, so just copy the 172 files.

FS does not like more than one object with the same air file name, so change it to "boat.air" and change to sim="boat" in the config file
Your panel file will need adjusting, but if you make use of minipanels you should have the basics.
This should work and the invisible prop will drive you along nicely. You may find it wants to do back flips at about 70 mph!

If you want to learn about air files, start with Yves Guillame's "Flight Dynamics in Microsoft Flight Simulator". You will see that it is not a subject that can be grasped by questions, serious study is required!
Roy
 
Thank you Roy
I have been working all morning on adjusting contact points using somebody else's cfg and air file, but I think using one of the FSX files is a better idea.
After copying the base file for the C172 as suggested and making necessary changes, I was again having problems adjusting contact points. by just editing the ones from Ci72. My boat kept flipping just standing there. So I copied all values previously worked out from this morning including the static pitch and static c.o.g. and success.
At lest partly. The boat is siltting where I want it, but once I get going, I can't steer. Below is my list of contact points. let me know if you see were my problem can be.

point.0=4, 10.30, 3.80, 0.0, 2200, 0, 0, 0.0, 0.5, 2.0, 0.891, 0.0, 0.0, 3, 0, 0
point.1=4, 10.30, -3.80, 0.0, 2200, 0, 0, 0.0, 0.5, 2.0, 0.891, 0.0, 0.0, 2, 0, 0
point.2=4, -15.10, 3.80, 0.0, 2200, 0, 0, 0.0, 0.5, 2.5, 0.891, 0.0, 0.0, 3, 0, 0
point.3=4, -15.10, -3.80, 0.0, 2200, 0, 0, 0.0, 0.5, 2.5, 0.891, 0.0, 0.0, 2, 0, 0
point.4=5, -17.00, 3.00, 0.0, 2200, 0, 0, 20.0, 0.5, 2.5, 0.891, 0.0, 0.0, 2, 0, 0
point.5=5, -17.00, -3.00, 0.0, 2200, 0, 0, 20.0, 0.5, 2.5, 0.891, 0.0, 0.0, 2, 0, 0


One thing to note that I noticed this morning. When the boat was sitting higher up in the water, I had steering capabilities.
I have tried to lower points 4 and 5, but then the boats is not stable, it shakes form font to back just sitting still.
I even tried to changing steering to points 0 and 1 and that does not work either

Any other suggestion would be appreciated.

Michel
 
I have found a solution to my problem.
Had to go back to my Gmax model and raise my reference line by 10".
So now my reference line id about 10" above the waterline.

Michel
 
Michel,

You need 'rudders' in your Float contact points (type 4's).

Here you can see rudders assigned to two of these four contact points. They are set for a maximum of 30 degrees, hence 30 setting.

point.4 = 4, 5, -5.05, -7.74, 1600, 0, 0, 0, 0.85, 2.5, 0.85, 0, 0, 0
point.5 = 4, 5, 5.05, -7.74, 1600, 0, 0, 0, 0.85, 2.5, 0.85, 0, 0, 1
point.6 = 4, -5, -5.05, -7.64, 1600, 0, 0, 30, 0.95, 2.5, 0.85, 0, 0, 2
point.7 = 4, -5, 5.05, -7.64, 1600, 0, 0, 30, 0.95, 2.5, 0.85, 0, 0, 3
 
Thank You lionheart
When I had my model origin on the waterline, I had tried what you have above, but it was not working until I raised my 0,0,0 on my model to 20" above the waterline, then adjust the following lines:

reference_datum_position = 0, 0, -1.67
empty_weight_CG_position = -0, 0, 0

static_pitch= 0.00
static_cg_height= 1.67

Now my contact points are:

point.0=4, 13.80, 4.25, -1.00, 2200, 0, 0, 0.0, 0.5, 2.0, 0.891, 0.0, 0.0, 2, 0, 0
point.1=4, 13.80, -4.25, -1.00, 2200, 0, 0, 0.0, 0.5, 2.5, 0.891, 0.0, 0.0, 3, 0, 0
point.2=4, -19.80, 6.00, -1.00, 2200, 0, 0, 30.0, 0.5, 2.5, 0.891, 0.0, 0.0, 2, 0, 0
point.3=4, -19.80, -6.00, -1.00, 2200, 0, 0, 30.0, 0.5, 2.5, 0.891, 0.0, 0.0, 2, 0, 0

I tried the z value of the contact points at 0, my boat was too loo. So I tried at 1.67 to match reference datum, and it was too high.
At 1.00, it is sitting about where it is suppose too.

As for the subject of the original post, at the moment thins are functioning, so I am leaving the .air file alone for now. I will look into the forum "flights dynamic" when I am ready to go deeper into this.

Michel
 
As for the subject of the original post, at the moment thins are functioning, so I am leaving the .air file alone for now. I will look into the forum "flights dynamic" when I am ready to go deeper into this.

Michel

In making a boat, you probably will not have to do anything with the AIR files. AIR files are pretty much all 'flying' oriented, so you shouldnt have to worry about it. Most of your needs should all be in the config file, like engine settings, etc.
 
You are probably right in that matter. But I have seen some lines in .air file that deal with the engine. At the moment I am running with a piston motor. Eventually, I will want to look at going with something that I can reverse with. If I change motor type, will .air file automatically change accordingly?

Michel
 
The .air file won't change automatically but most of the relevant piston engine data is in the .cfg file.
 
With reverse, you would setup your engine to have 'reverse thrust'. That is all done in the propeller section in the config.

Engine settings in the AIR file are all mostly max oil pressure, coolant temps, oil temps, etc. Nothing about performance.
 
So I can stay with the piston engine and just fix the propeller section for reverse thrust. Will this mean using a variable pitch prop (I think the CFG calls it a constant speed?) rather that a fix pitch prop? Or do I just say "prop reverse available" and go from there?
One thing I do know is that by increasing my weight from the Cessna weight of 2550 to my boat at 38900, I had to increase thrust scalar to about 5 to move my boat.
I was considering starting another post to get all my question in regards for my engine and propeller questions, this way the post title would be more on topic.
 
Unfortunately, I do not know how to properly rig the reverse thrust on one. :( I will have to let someone else chime in on how that is done.
 
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