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FSX Anti gravity

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92
Country
poland
Hi everybody.

Here's my problem:
I'm working on a Vanship from Last exile.
(For those, who don't know what it is - it uses some sort of anti gravity field to hover above ground and then 1 or 2 normal piston engines to slide in the air).
I'm looking for any trick to create that anti gravity field, or anything similar.

I thought about using another (3th) engine witch would generate lift (set vertically), but all I can do is one permanently directed in one way - when I turn it stops working the way I want.

Is there an engine type that can be used this way (compensate aircraft weight) and can it be used together with piston engines?

Or is there any other way to create this, or similar effect?

Thanks for any advice.
 
Try putting the weight to zero or even a negative value.
You may never get it back on the ground
Roy
 
There are a few models of Zeppelins, find one and check the CFG and AIR files to see it was done.
 
For hovering using engines and power (thrust of some sort) you would need to make flap settings that generate huge lift and zero drag. There are scalar entries in the flaps section of the CFG that will accomplish this goal. For having it sit static on the ground with nothing showing underneath ("hovering" over the tarmac) you would need to make 3 or 4 wheel contact points and then edit the Effects section of the CFG so that no contact point "dirt" or "sparks" or anything shows.

Now, all of the above can be mimicked by XML gauge coding (such as is used by Rob Barendregt, et al, on V/STOL creations) which would eliminate some unwanted flight characteristics of the above modifications, but the time and effort involved may be a bit more than you would like. However, if you wish to go this route I would recommend checking out Rob's creations and learning from the coding therein, or contacting him via email.
 
I think that the first idea (with flaps) would be the best, but with max drag also being huge to create - to create (depending on the flaps position) going full forward, full upwards, or in between.
I tried this (I took it from some hat air balloon):
"
[flaps.0]
type=1 // 0 = no flaps 1 = trailing edge, 2 = leading edge.
span-outboard=0.500000
extending-time=1.000000
system_type=0
lift_scalar=100.0
drag_scalar=100.0
flaps-position.0=0, 0.00
flaps-position.1=2, 0.00
"
and before that with
lift_scalar=50.0

but when I tried to use F5 and F8 to see if there is a response (if it hovers) it still goes forward normalny.

Is there any other part that suppose to be modified?
Or maybe I'm stupid and I don't understand something (probably that).
 
Flaps are a way to increase wing lift.
Lift requires air to flow over the wing.
So you need some airspeed to generate lift.
Hovering usually implies zero airspeed.
Therefore you can not hover by having a huge lift scalar in the aircraft.cfg.
A scalar of of 1000 times zero lift gives zero lift.
Roy
 
Sorry, forgot to say that this isn't a clean way of doing this. Other than XML coding for gauges and various things I don't think it is possible at this point to simulate a true VTOL aircraft aside from rotorcraft.

If you want to keep trying with the flaps change one figure at a time (lift OR drag scalar) and tweak as you go. Use the reload flight function of FS as necessary, and don't do anything to any numbers you aren't sure about.
 
<FacePalm>
Do you even physics bro?
</FacePalm>

Yes, I forgot about basic physic.

Thanks to everyone for your ideas.
 
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