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Nose wheel steering only one way HJG DC9 series FS9-FSX conversion *private use

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us-minnesota
Hi guys. Im new to MCX but i managed to get alot done by reading forum posts and tutorials. Anyways, I cant seem to figure out why the nose gear is only steering one way and not the other. It only goes to the left and not the right when using the aircraft in P3Dv4. Ive attached a few screenshots below showing what the settings are. MCX shows it doing a full 360 when using the animation slider. Im using MCX version 1.5

** NOTE: Im not going to release any of these models, they are for my own private use on P3Dv4.
 

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Hi,

The animation of the c_wheel name is different between FS9 and FSX. You must use an animation tag different from c_wheel. From my conversion tutorial:

"24. One more task, and that's to re-assign any parts that have a different animation in FSX than they did in FS2004. An example of this is the steerable nosewheel using the c_wheel animation definition. The FS2004 SDK specifies it to be animated differently than the FSX SDK does (see the Appendix for details if you are interested). So open the Animation Editor and type in c_wheel in the Select Name Containing box and press the button. Normally there will be only one line, but I guess there could be more. Select c_wheel_FS9 from the drop down box to the right of the Assign Animation Type and click that button. The c_wheel entries should change to c_wheel_FS9."

Here is the xml code I use for that animation tag:

XML:
    <Animation name="c_wheel_FS9" guid="BC935F16-43CD-4042-8EF3-06E44A5940AB" length="200" type="Sim" typeparam2="c_wheel_FS9" typeparam="AutoPlay" />

    <PartInfo>
        <Name>c_wheel_FS9</Name>
        <AnimLength>200</AnimLength>
        <Animation>
            <Parameter>
          <Code>
            (A:GEAR CENTER STEER ANGLE, grads) 0 &gt; if{ (A:GEAR CENTER STEER ANGLE, grads) 0.5 * 100 + } els{ (A:GEAR CENTER STEER ANGLE, grads) 0.5 * 200 + }
          </Code>
            </Parameter>
        </Animation>
    </PartInfo>
 
Hi,

The animation of the c_wheel name is different between FS9 and FSX. You must use an animation tag different from c_wheel. From my conversion tutorial:

"24. One more task, and that's to re-assign any parts that have a different animation in FSX than they did in FS2004. An example of this is the steerable nosewheel using the c_wheel animation definition. The FS2004 SDK specifies it to be animated differently than the FSX SDK does (see the Appendix for details if you are interested). So open the Animation Editor and type in c_wheel in the Select Name Containing box and press the button. Normally there will be only one line, but I guess there could be more. Select c_wheel_FS9 from the drop down box to the right of the Assign Animation Type and click that button. The c_wheel entries should change to c_wheel_FS9."

Here is the xml code I use for that animation tag:

XML:
    <Animation name="c_wheel_FS9" guid="BC935F16-43CD-4042-8EF3-06E44A5940AB" length="200" type="Sim" typeparam2="c_wheel_FS9" typeparam="AutoPlay" />

    <PartInfo>
        <Name>c_wheel_FS9</Name>
        <AnimLength>200</AnimLength>
        <Animation>
            <Parameter>
          <Code>
            (A:GEAR CENTER STEER ANGLE, grads) 0 &gt; if{ (A:GEAR CENTER STEER ANGLE, grads) 0.5 * 100 + } els{ (A:GEAR CENTER STEER ANGLE, grads) 0.5 * 200 + }
          </Code>
            </Parameter>
        </Animation>
    </PartInfo>
I just tried this and it works. Now the only issue is "oversteer". Would i go to the aircraft cfg or edit that in the animation within MCX or in the modeldef xml file? Aircraft cfg contact point is set to 65 degrees. In the sim its turning more like 120-130 degrees.
 
Last edited:
I would first try to reduce the turning angle in the aircraft.cfg file. If that results in the plane not turning sharply enough, then I would then try editing the modeldef.xml entry to reduce the keyframe output. If not successful I would reduce the animation movement in MCX.

A possible edit of the modeldef line may be something like:

XML:
 (A:GEAR CENTER STEER ANGLE, grads) 0 &gt; if{ (A:GEAR CENTER STEER ANGLE, grads) 0.25 * 100 + } els{ (A:GEAR CENTER STEER ANGLE, grads) 0.25 * 200 + }

Note that if you use this for the conversion of another plane you may need to edit this again.
 
I would first try to reduce the turning angle in the aircraft.cfg file. If that results in the plane not turning sharply enough, then I would then try editing the modeldef.xml entry to reduce the keyframe output. If not successful I would reduce the animation movement in MCX.

A possible edit of the modeldef line may be something like:

XML:
 (A:GEAR CENTER STEER ANGLE, grads) 0 &gt; if{ (A:GEAR CENTER STEER ANGLE, grads) 0.25 * 100 + } els{ (A:GEAR CENTER STEER ANGLE, grads) 0.25 * 200 + }

Note that if you use this for the conversion of another plane you may need to edit this again.
Thanks for the help. That fixed the problem. Now i know what to tweak for the rest of them.
 
Oh wow, I used to love these DC-9s in FS9. Just curious, what cockpit setup would you use them them?

Good luck with the conversion.
 
Im using a generic MD90 glass cockpit with the MD80s. As for the DC9s and 717, im using a 717 glass cockpit. I didnt want to use analog gauges. Just think of it as "Upgraded".... Ive converted their entire MD80 lineup, 717, and DC9s and all work just fine in P3Dv4.
 
Interesting, I may need to dig into it. Would love to have a DC-9 classic fleet of Northwest planes again that I had in FS9. Thanks!
 
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