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	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Contact_Points&amp;diff=10487</id>
		<title>Contact Points</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Contact_Points&amp;diff=10487"/>
		<updated>2017-08-05T21:13:45Z</updated>

		<summary type="html">&lt;p&gt;Hairyspin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = true&lt;br /&gt;
| FS2000 = unknown&lt;br /&gt;
| FS98 = unknown&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
Contact points &#039;&#039;&#039;for undercarriage&#039;&#039;&#039; are described in some detail in the FSX (and P3D) SDK but what is missing are some illustrations to explain how undercarriage contact points work.&lt;br /&gt;
&lt;br /&gt;
This is Milton Shupe&#039;s XA-38 Grizzly with the gear fully extended (keyframe 100):–&lt;br /&gt;
  &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:Grizzly-contacts-and-center.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Notice there&#039;s a top-level object at the model&#039;s center which is at 0,0,0: everything else is linked to it via the model hierarchy. The top-level object is aligned to the Gmax world.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Make sure you&#039;re working in Decimal Feet for the viewport units&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
For each contact point, pick a vertex at the correct position (bottom of each wheel) and note its position at keyframe 100. That gives the correct coordinates for that contact point. Also note the Z height at keyframe 200 (fully compressed) and you can calculate the maximum travel of the gear:–&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:Gear-travel.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
The maximum travel is &#039;&#039;(frame 200 height) - (frame 100 height)&#039;&#039;, in this case (-2.464) - (-2.712) = 0.248 feet for this example.&lt;br /&gt;
 &lt;br /&gt;
Each contact point needs a Static Compression value and a value for the Maximum Compression/Static Compression Ratio. The Static Compression is how much the gear compresses when the model is at rest on the ground.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
            Max/Static ratio = &#039;&#039;(maximum travel) / (Static Compression)&#039;&#039;     so it follows that &#039;&#039;Static Compression&#039;&#039; = (maximum travel) / (&#039;&#039;Max/Static ratio&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
The higher the Max/Static ratio is, the stiffer the suspension will be, but the higher the loads it can absorb before hitting maximum travel.&lt;br /&gt;
 &lt;br /&gt;
Here are two examples, using the same undercarriage model:–&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:MaxStatic5.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
You can see above that with a very high Max/Static ratio the gear deflects very little of its full range of movement when at rest. This is likely to loosen your virtual pilot&#039;s teeth, but might be appropriate for an F-18 Hornet doing crash-landings (sorry, carrier &#039;&#039;deck&#039;&#039; landings).&lt;br /&gt;
 &lt;br /&gt;
A much lower Max/Static ratio follows:–&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:MaxStatic2.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Half the deflection available is used up when the model is at rest in this example. This gives a soft, forgiving feel when landing, but doesn&#039;t leave much travel for a heavy arrival or a large variation in payload.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
A typical value of Max/Static is 2.5 and for the Grizzly this gives a Static Compression value of 0.248 / 2.5 = 0.0992 feet&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
The other things to note are how to determine Static CG Height and Static Pitch. Select the top-level object, move and rotate the model until it sits with all the wheels nicely on the grid zero at the correct keyframe for the Max/Static ratio.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
        &#039;&#039;correct keyframe for Max/Static ratio = (100 + (100 / (Max/Static)))&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
In this case correct keyframe = (100 + (100 / 2.5)) = 140.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:StaticHeight.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Static CG Height is 2.261 feet.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:StaticPitch.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Static Pitch is 14.2 degrees&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Small tweaks can be done to give the impression of tyres compressing under load, but that&#039;s the basics.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
[[category:Aircraft Design]]&lt;br /&gt;
[[category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Hairyspin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Contact_Points&amp;diff=10486</id>
		<title>Contact Points</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Contact_Points&amp;diff=10486"/>
		<updated>2017-08-05T21:12:33Z</updated>

		<summary type="html">&lt;p&gt;Hairyspin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = true&lt;br /&gt;
| FS2000 = unknown&lt;br /&gt;
| FS98 = unknown&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
Contact points &#039;&#039;&#039;for undercarriage&#039;&#039;&#039; are described in some detail in the FSX (and P3D) SDK but what is missing are some illustrations to explain how undercarriage contact points work.&lt;br /&gt;
&lt;br /&gt;
This is Milton Shupe&#039;s XA-38 Grizzly with the gear fully extended (keyframe 100):–&lt;br /&gt;
  &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:Grizzly-contacts-and-center.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Notice there&#039;s a top-level object at the model&#039;s center which is at 0,0,0: everything else is linked to it via the model hierarchy. The top-level object is aligned to the Gmax world.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Make sure you&#039;re working in Decimal Feet for the viewport units&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
For each contact point, pick a vertex at the correct position (bottom of each wheel) and note its position at keyframe 100. That gives the correct coordinates for that contact point. Also note the Z height at keyframe 200 and you can calculate the maximum travel of the gear:–&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:Gear-travel.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
The maximum travel is &#039;&#039;(frame 200 height) - (frame 100 height)&#039;&#039;, in this case (-2.464) - (-2.712) = 0.248 feet for this example.&lt;br /&gt;
 &lt;br /&gt;
Each contact point needs a Static Compression value and a value for the Maximum Compression/Static Compression Ratio. The Static Compression is how much the gear compresses when the model is at rest on the ground.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
            Max/Static ratio = &#039;&#039;(maximum travel) / (Static Compression)&#039;&#039;     so it follows that &#039;&#039;Static Compression&#039;&#039; = (maximum travel) / (&#039;&#039;Max/Static ratio&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
The higher the Max/Static ratio is, the stiffer the suspension will be, but the higher the loads it can absorb before hitting maximum travel.&lt;br /&gt;
 &lt;br /&gt;
Here are two examples, using the same undercarriage model:–&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:MaxStatic5.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
You can see above that with a very high Max/Static ratio the gear deflects very little of its full range of movement when at rest. This is likely to loosen your virtual pilot&#039;s teeth, but might be appropriate for an F-18 Hornet doing crash-landings (sorry, carrier &#039;&#039;deck&#039;&#039; landings).&lt;br /&gt;
 &lt;br /&gt;
A much lower Max/Static ratio follows:–&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:MaxStatic2.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Half the deflection available is used up when the model is at rest in this example. This gives a soft, forgiving feel when landing, but doesn&#039;t leave much travel for a heavy arrival or a large variation in payload.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
A typical value of Max/Static is 2.5 and for the Grizzly this gives a Static Compression value of 0.248 / 2.5 = 0.0992 feet&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
The other things to note are how to determine Static CG Height and Static Pitch. Select the top-level object, move and rotate the model until it sits with all the wheels nicely on the grid zero at the correct keyframe for the Max/Static ratio.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
        &#039;&#039;correct keyframe for Max/Static ratio = (100 + (100 / (Max/Static)))&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
In this case correct keyframe = (100 + (100 / 2.5)) = 140.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:StaticHeight.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Static CG Height is 2.261 feet.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:StaticPitch.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Static Pitch is 14.2 degrees&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Small tweaks can be done to give the impression of tyres compressing under load, but that&#039;s the basics.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
[[category:Aircraft Design]]&lt;br /&gt;
[[category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Hairyspin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Contact_Points&amp;diff=10485</id>
		<title>Contact Points</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Contact_Points&amp;diff=10485"/>
		<updated>2017-08-05T21:12:12Z</updated>

		<summary type="html">&lt;p&gt;Hairyspin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| P3D2 = true&lt;br /&gt;
| P3D = true&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = true&lt;br /&gt;
| FS2000 = unknown&lt;br /&gt;
| FS98 = unknown&lt;br /&gt;
| XP10 = false&lt;br /&gt;
| XP9 = false&lt;br /&gt;
}}&lt;br /&gt;
Contact points &#039;&#039;&#039;for undercarriage&#039;&#039;&#039;are described in some detail in the FSX (and P3D) SDK but what is missing are some illustrations to explain how undercarriage contact points work.&lt;br /&gt;
&lt;br /&gt;
This is Milton Shupe&#039;s XA-38 Grizzly with the gear fully extended (keyframe 100):–&lt;br /&gt;
  &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:Grizzly-contacts-and-center.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Notice there&#039;s a top-level object at the model&#039;s center which is at 0,0,0: everything else is linked to it via the model hierarchy. The top-level object is aligned to the Gmax world.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Make sure you&#039;re working in Decimal Feet for the viewport units&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
For each contact point, pick a vertex at the correct position (bottom of each wheel) and note its position at keyframe 100. That gives the correct coordinates for that contact point. Also note the Z height at keyframe 200 and you can calculate the maximum travel of the gear:–&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:Gear-travel.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
The maximum travel is &#039;&#039;(frame 200 height) - (frame 100 height)&#039;&#039;, in this case (-2.464) - (-2.712) = 0.248 feet for this example.&lt;br /&gt;
 &lt;br /&gt;
Each contact point needs a Static Compression value and a value for the Maximum Compression/Static Compression Ratio. The Static Compression is how much the gear compresses when the model is at rest on the ground.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
            Max/Static ratio = &#039;&#039;(maximum travel) / (Static Compression)&#039;&#039;     so it follows that &#039;&#039;Static Compression&#039;&#039; = (maximum travel) / (&#039;&#039;Max/Static ratio&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
The higher the Max/Static ratio is, the stiffer the suspension will be, but the higher the loads it can absorb before hitting maximum travel.&lt;br /&gt;
 &lt;br /&gt;
Here are two examples, using the same undercarriage model:–&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:MaxStatic5.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
You can see above that with a very high Max/Static ratio the gear deflects very little of its full range of movement when at rest. This is likely to loosen your virtual pilot&#039;s teeth, but might be appropriate for an F-18 Hornet doing crash-landings (sorry, carrier &#039;&#039;deck&#039;&#039; landings).&lt;br /&gt;
 &lt;br /&gt;
A much lower Max/Static ratio follows:–&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:MaxStatic2.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Half the deflection available is used up when the model is at rest in this example. This gives a soft, forgiving feel when landing, but doesn&#039;t leave much travel for a heavy arrival or a large variation in payload.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
A typical value of Max/Static is 2.5 and for the Grizzly this gives a Static Compression value of 0.248 / 2.5 = 0.0992 feet&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
The other things to note are how to determine Static CG Height and Static Pitch. Select the top-level object, move and rotate the model until it sits with all the wheels nicely on the grid zero at the correct keyframe for the Max/Static ratio.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
        &#039;&#039;correct keyframe for Max/Static ratio = (100 + (100 / (Max/Static)))&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
In this case correct keyframe = (100 + (100 / 2.5)) = 140.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:StaticHeight.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Static CG Height is 2.261 feet.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:StaticPitch.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Static Pitch is 14.2 degrees&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Small tweaks can be done to give the impression of tyres compressing under load, but that&#039;s the basics.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
[[category:Aircraft Design]]&lt;br /&gt;
[[category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Hairyspin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Contact_Points&amp;diff=10325</id>
		<title>Contact Points</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Contact_Points&amp;diff=10325"/>
		<updated>2016-04-03T21:12:16Z</updated>

		<summary type="html">&lt;p&gt;Hairyspin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Contact points are described in some detail in the FSX (and P3D) SDK but what is missing are some illustrations to explain how undercarriage contact points work.&lt;br /&gt;
&lt;br /&gt;
This is Milton Shupe&#039;s XA-38 Grizzly with the gear fully extended (keyframe 100):–&lt;br /&gt;
  &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:Grizzly-contacts-and-center.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Notice there&#039;s a top-level object at the model&#039;s center which is at 0,0,0: everything else is linked to it via the model hierarchy. The top-level object is aligned to the Gmax world.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Make sure you&#039;re working in Decimal Feet for the viewport units&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
For each contact point, pick a vertex at the correct position (bottom of each wheel) and note its position at keyframe 100. That gives the correct coordinates for that contact point. Also note the Z height at keyframe 200 and you can calculate the maximum travel of the gear:–&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:Gear-travel.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
The maximum travel is &#039;&#039;(frame 200 height) - (frame 100 height)&#039;&#039;, in this case (-2.464) - (-2.712) = 0.248 feet for this example.&lt;br /&gt;
 &lt;br /&gt;
Each contact point needs a Static Compression value and a value for the Maximum Compression/Static Compression Ratio. The Static Compression is how much the gear compresses when the model is at rest on the ground.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
            Max/Static ratio = &#039;&#039;(maximum travel) / (Static Compression)&#039;&#039;     so it follows that &#039;&#039;Static Compression&#039;&#039; = (maximum travel) / (&#039;&#039;Max/Static ratio&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
The higher the Max/Static ratio is, the stiffer the suspension will be, but the higher the loads it can absorb before hitting maximum travel.&lt;br /&gt;
 &lt;br /&gt;
Here are two examples, using the same undercarriage model:–&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:MaxStatic5.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
You can see above that with a very high Max/Static ratio the gear deflects very little of its full range of movement when at rest. This is likely to loosen your virtual pilot&#039;s teeth, but might be appropriate for an F-18 Hornet doing crash-landings (sorry, carrier &#039;&#039;deck&#039;&#039; landings).&lt;br /&gt;
 &lt;br /&gt;
A much lower Max/Static ratio follows:–&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:MaxStatic2.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Half the deflection available is used up when the model is at rest in this example. This gives a soft, forgiving feel when landing, but doesn&#039;t leave much travel for a heavy arrival or a large variation in payload.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
A typical value of Max/Static is 2.5 and for the Grizzly this gives a Static Compression value of 0.248 / 2.5 = 0.0992 feet&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
The other things to note are how to determine Static CG Height and Static Pitch. Select the top-level object, move and rotate the model until it sits with all the wheels nicely on the grid zero at the correct keyframe for the Max/Static ratio.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
        &#039;&#039;correct keyframe for Max/Static ratio = (100 + (100 / (Max/Static)))&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
In this case correct keyframe = (100 + (100 / 2.5)) = 140.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:StaticHeight.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Static CG Height is 2.261 feet.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:StaticPitch.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Static Pitch is 14.2 degrees&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Small tweaks can be done to give the impression of tyres compressing under load, but that&#039;s the basics.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
[[category:Aircraft Design]]&lt;br /&gt;
[[category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Hairyspin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Contact_Points&amp;diff=10324</id>
		<title>Contact Points</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Contact_Points&amp;diff=10324"/>
		<updated>2016-04-03T20:43:57Z</updated>

		<summary type="html">&lt;p&gt;Hairyspin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Contact points are described in some detail in the FSX (and P3D) SDK but what is missing are some illustrations to explain how undercarriage contact points work.&lt;br /&gt;
&lt;br /&gt;
This is Milton Shupe&#039;s XA-38 Grizzly with the gear fully extended (keyframe 100):–&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:Grizzly-contacts-and-center.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Notice there&#039;s a top-level object at the model&#039;s center which is at 0,0,0: everything else is linked to it via the model hierarchy. The top-level object is aligned to the Gmax world.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Make sure you&#039;re working in Decimal Feet for the viewport units&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
For each contact point, pick a vertex at the correct position (bottom of each wheel) and note its position at keyframe 100. That gives the correct coordinates for that contact point. Also note the Z height at keyframe 200 and you can calculate the maximum travel of the gear:–&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:Gear-travel.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
The maximum travel is &#039;&#039;(frame 200 height) - (frame 100 height)&#039;&#039;, in this case (-2.464) - (-2.712) = 0.248 feet for this example.&lt;br /&gt;
 &lt;br /&gt;
Each contact point needs a Static Compression value and a value for the Maximum Compression/Static Compression Ratio. The Static Compression is how much the gear compresses when the model is at rest on the ground.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
            Max/Static ratio = &#039;&#039;(maximum travel) / (Static Compression)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
The higher the Max/Static ratio is, the stiffer the suspension will be, but the higher the loads it can absorb before hitting maximum travel.&lt;br /&gt;
 &lt;br /&gt;
Here are two examples, using the same undercarriage model:–&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:MaxStatic5.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
You can see above that with a very high Max/Static ratio the gear deflects very little of its full range of movement when at rest. This is likely to loosen your virtual pilot&#039;s teeth, but might be appropriate for an F-18 Hornet doing crash-landings (sorry, carrier &#039;&#039;deck&#039;&#039; landings).&lt;br /&gt;
 &lt;br /&gt;
A much lower Max/Static ratio follows:–&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:MaxStatic2.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Half the deflection available is used up when the model is at rest in this example. This gives a soft, forgiving feel when landing, but doesn&#039;t leave much travel for a heavy arrival or a large variation in payload.&lt;br /&gt;
 &lt;br /&gt;
A typical value of Max/Static is 2.5 and for the Grizzly this gives a Static Compression value of 0.248 / 2.5 = 0.0992 feet&lt;br /&gt;
 &lt;br /&gt;
The other things to note are how to determine Static CG Height and Static Pitch. Select the top-level object, move and rotate the model until it sits with all the wheels nicely on the grid zero at the correct keyframe for the Max/Static ratio.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
        &#039;&#039;correct keyframe for Max/Static ratio = (100 + (100 / (Max/Static)))&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
In this case correct keyframe = (100 + (100 / 2.5)) = 140.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:StaticHeight.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Static CG Height is 2.261 feet.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:StaticPitch.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Static Pitch is 14.2 degrees&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Small tweaks can be done to give the impression of tyres compressing under load, but that&#039;s the basics.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
[[category:Aircraft Design]]&lt;br /&gt;
[[category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Hairyspin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Contact_Points&amp;diff=10323</id>
		<title>Contact Points</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Contact_Points&amp;diff=10323"/>
		<updated>2016-04-03T14:49:39Z</updated>

		<summary type="html">&lt;p&gt;Hairyspin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Contact points are described in some detail in the FSX (and P3D) SDK but what is missing are some illustrations to explain how undercarriage contact points work.&lt;br /&gt;
&lt;br /&gt;
This is Milton Shupe&#039;s XA-38 Grizzly with the gear fully extended (keyframe 100):–&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:Grizzly-contacts-and-center.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Notice there&#039;s a top-level object at the model&#039;s center which is at 0,0,0: everything else is linked to it via the model hierarchy. The top-level object is aligned to the Gmax world.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Make sure you&#039;re working in Decimal Feet for the viewport units&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
For each contact point, pick a vertex at the correct position (bottom of each wheel) and note its position at keyframe 100. That gives the correct coordinates for that contact point. Also note the Z height at keyframe 200 and you can calculate the maximum travel of the gear:–&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:Gear-travel.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
The maximum travel is &#039;&#039;(frame 200 height) - (frame 100 height)&#039;&#039;, in this case (-2.464) - (-2.712) = 0.248 feet for this example.&lt;br /&gt;
 &lt;br /&gt;
Each contact point needs a Static Compression value and a value for the Maximum Compression/Static Compression Ratio. The Static Compression is how much the gear compresses when the model is at rest on the ground and the Max/Static ratio is the &#039;&#039;maximum travel divided by the Static Compression&#039;&#039;. The higher that ratio is, the stiffer the suspension will be, but the higher the loads it can absorb before hitting maximum travel.&lt;br /&gt;
 &lt;br /&gt;
Here are two examples, using the same undercarriage model:–&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:MaxStatic5.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
You can see above that with a very high Max/Static ratio the gear deflects very little of its full range of movement when at rest. This is likely to loosen your virtual pilot&#039;s teeth, but might be appropriate for an F-18 Hornet doing crash-landings (sorry, carrier &#039;&#039;deck&#039;&#039; landings).&lt;br /&gt;
 &lt;br /&gt;
A much lower Max/Static ratio follows:–&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:MaxStatic2.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Half the deflection available is used up when the model is at rest in this example. This gives a soft, forgiving feel when landing, but doesn&#039;t leave much travel for a heavy arrival or a large variation in payload.&lt;br /&gt;
 &lt;br /&gt;
A typical value of Max/Static is 2.5 and for the Grizzly this gives a Static Compression value of 0.248 / 2.5 = 0.0992 feet&lt;br /&gt;
 &lt;br /&gt;
The other things to note are how to determine Static CG Height and Static Pitch. Select the top-level object, move and rotate the model until it sits with all the wheels nicely on the grid zero at the correct keyframe for the Max/Static ratio. This will be keyframe &#039;&#039;(100 + (100 / (Max/Static)))&#039;&#039;, in this case (100 + (100/2.5)) = 140.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:StaticHeight.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Static CG Height is 2.261 feet.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:StaticPitch.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Static Pitch is 14.2 degrees&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Small tweaks can be done to give the impression of tyres compressing under load, but that&#039;s the basics.&lt;br /&gt;
&lt;br /&gt;
[[category:Aircraft Design]]&lt;br /&gt;
[[category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Hairyspin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Contact_Points&amp;diff=10322</id>
		<title>Contact Points</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Contact_Points&amp;diff=10322"/>
		<updated>2016-04-03T14:46:37Z</updated>

		<summary type="html">&lt;p&gt;Hairyspin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Contact points are described in some detail in the FSX (and P3D) SDK but what is missing are some illustrations to explain how undercarriage contact points work.&lt;br /&gt;
&lt;br /&gt;
This is Milton Shupe&#039;s XA-38 Grizzly with the gear fully extended (keyframe 100):–&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:Grizzly-contacts-and-center.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Notice there&#039;s a top-level object at the model&#039;s center which is at 0,0,0: everything else is linked to it via the model hierarchy. The top-level object is aligned to the Gmax world.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Make sure you&#039;re working in Decimal Feet for the viewport units&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
For each contact point, pick a vertex at the correct position (bottom of each wheel) and note its position at keyframe 100. That gives the correct coordinates for that contact point. Also note the Z height at keyframe 200 and you can calculate the maximum travel of the gear:–&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:Gear-travel.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
The maximum travel is &#039;&#039;(frame 200 height) - (frame 100 height)&#039;&#039;, in this case (-2.464) - (-2.712) = 0.248 feet for this example.&lt;br /&gt;
 &lt;br /&gt;
Each contact point needs a Static Compression value and a value for the Maximum Compression/Static Compression Ratio. The Static Compression is how much the gear compresses when the model is at rest on the ground and the Max/Static ratio is the &#039;&#039;maximum travel divided by the Static Compression&#039;&#039;. The higher that ratio is, the stiffer the suspension will be, but the higher the loads it can absorb before hitting maximum travel.&lt;br /&gt;
 &lt;br /&gt;
Here are two examples, using the same undercarriage model:–&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:MaxStatic5.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
You can see above that with a very high Max/Static ratio the gear deflects very little of its full range of movement when at rest. This is likely to loosen your virtual pilot&#039;s teeth, but might be appropriate for an F-18 Hornet doing crash-landings (sorry, carrier &#039;&#039;deck&#039;&#039; landings).&lt;br /&gt;
 &lt;br /&gt;
A much lower Max/Static ratio follows:–&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:MaxStatic2.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Half the deflection available is used up when the model is at rest in this example. This gives a soft, forgiving feel when landing, but doesn&#039;t leave much travel for a heavy arrival or a large variation in payload.&lt;br /&gt;
 &lt;br /&gt;
A typical value of Max/Static is 2.5 and for the Grizzly this gives a Static Compression value of 0.248 / 2.5 = 0.0992 feet&lt;br /&gt;
 &lt;br /&gt;
The other things to note are how to determine Static CG Height and Static Pitch. Select the top-level object, move and rotate the model until it sits with all the wheels nicely on the grid zero at the correct keyframe for the Max/Static ratio. This will be keyframe &#039;&#039;(100 + (100 / Max:Static))&#039;&#039;, in this case (100 + (100/2.5)) = 140.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:StaticHeight.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Static CG Height is 2.261 feet.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
[[File:StaticPitch.jpg]]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Static Pitch is 14.2 degrees&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Small tweaks can be done to give the impression of tyres compressing under load, but that&#039;s the basics.&lt;br /&gt;
&lt;br /&gt;
[[category:Aircraft Design]]&lt;br /&gt;
[[category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Hairyspin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Contact_Points&amp;diff=10321</id>
		<title>Contact Points</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Contact_Points&amp;diff=10321"/>
		<updated>2016-04-03T09:18:50Z</updated>

		<summary type="html">&lt;p&gt;Hairyspin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Contact points are described in some detail in the FSX (and P3D) SDK but what is missing are some illustrations to explain how undercarriage contact points work.&lt;br /&gt;
&lt;br /&gt;
This is Milton Shupe&#039;s XA-38 Grizzly with the gear fully extended (keyframe 100):–&lt;br /&gt;
&lt;br /&gt;
[[File:Grizzly-contacts-and-center.jpg]]&lt;br /&gt;
&lt;br /&gt;
Notice there&#039;s a top-level object at the model&#039;s center which is at 0,0,0: everything else is linked to it via the model hierarchy. The top-level object is aligned to the Gmax world.&lt;br /&gt;
&lt;br /&gt;
Make sure you&#039;re working in Decimal Feet for the viewport units.&lt;br /&gt;
&lt;br /&gt;
For each contact point, pick a vertex at the correct position (bottom of each wheel) and note its position at keyframe 100. That gives the correct coordinates for that contact point. Also note the Z height at keyframe 200 and you can calculate the maximum travel of the gear:–&lt;br /&gt;
&lt;br /&gt;
[[File:Gear-travel.jpg]]&lt;br /&gt;
&lt;br /&gt;
The maximum travel is (-2.464) - (-2.712) = 0.248 feet for this example.&lt;br /&gt;
&lt;br /&gt;
Each contact point needs a Static Compression value and a value for the Maximum Compression/Static Compression Ratio. The Static Compression is how much the gear compresses when the model is at rest on the ground and the Max/Static ratio is the maximum travel divided by the Static Compression. The higher that ratio is, the stiffer the suspension will be, but the higher the loads it can absorb before hitting maximum travel.&lt;br /&gt;
&lt;br /&gt;
Here are two examples, using the same undercarriage model:–&lt;br /&gt;
&lt;br /&gt;
[[File:MaxStatic5.jpg]]&lt;br /&gt;
&lt;br /&gt;
You can see above that with a very high Max/Static ratio the gear deflects very little of its full range of movement when at rest. This is likely to loosen your virtual pilot&#039;s teeth, but might be appropriate for an F-18 Hornet doing crash-landings (sorry, carrier deck landings).&lt;br /&gt;
&lt;br /&gt;
A much lower Max/Static ratio follows:–&lt;br /&gt;
&lt;br /&gt;
[[File:MaxStatic2.jpg]]&lt;br /&gt;
&lt;br /&gt;
Half the deflection available is used up when the model is at rest in this example. This gives a soft, forgiving feel when landing, but doesn&#039;t leave much travel for a heavy arrival or a large variation in payload. A typical value of Max/Static is 2.5 and for the Grizzly this gives a Static Compression value of 0.248 / 2.5 = 0.0992 feet&lt;br /&gt;
&lt;br /&gt;
The other things to note are how to determine Static CG Height and Static Pitch. Select the top-level object, move and rotate the model until it sits with all the wheels nicely on the grid zero at the correct keyframe for the Max/Static ratio. This will be keyframe (100 + (100 / Max:Static)), in this case (100 + (100/2.5)) = 140.&lt;br /&gt;
&lt;br /&gt;
[[File:StaticHeight.jpg]]&lt;br /&gt;
&lt;br /&gt;
Static CG Height is 2.261 feet.&lt;br /&gt;
&lt;br /&gt;
[[File:StaticPitch.jpg]]&lt;br /&gt;
&lt;br /&gt;
Static Pitch is 14.2 degrees&lt;br /&gt;
&lt;br /&gt;
Small tweaks can be done to give the impression of tyres compressing under load, but that&#039;s the basics.&lt;br /&gt;
&lt;br /&gt;
[[category:Aircraft Design]]&lt;br /&gt;
[[category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Hairyspin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Contact_Points&amp;diff=10320</id>
		<title>Contact Points</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Contact_Points&amp;diff=10320"/>
		<updated>2016-04-02T21:14:51Z</updated>

		<summary type="html">&lt;p&gt;Hairyspin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Contact points are described in some detail in the FSX (and P3D) SDK but what is missing are some illustrations to explain how undercarriage contact points work.&lt;br /&gt;
&lt;br /&gt;
This is Milton Shupe&#039;s XA-38 Grizzly with the gear fully extended (keyframe 100):–&lt;br /&gt;
&lt;br /&gt;
[[File:Grizzly-contacts-and-center.jpg]]&lt;br /&gt;
&lt;br /&gt;
Notice there&#039;s a top-level object at the model&#039;s center which is at 0,0,0: everything else is linked to it via the model hierarchy. The top-level object is aligned to the Gmax world.&lt;br /&gt;
&lt;br /&gt;
Make sure you&#039;re working in Decimal Feet for the viewport units.&lt;br /&gt;
&lt;br /&gt;
For each contact point, pick a vertex at the correct position (bottom of each wheel) and note its position at keyframe 100. That gives the correct coordinates for that contact point. Also note the Z height at keyframe 200 and you can calculate the maximum travel of the gear:–&lt;br /&gt;
&lt;br /&gt;
[[File:Gear-travel.jpg]]&lt;br /&gt;
&lt;br /&gt;
The maximum travel is (-2.464) - (-2.712) = 0.248 feet for this example.&lt;br /&gt;
&lt;br /&gt;
Each contact point needs a Static Compression value and a value for the Maximum Compression/Static Compression Ratio. The Static Compression is how much the gear compresses when the model is at rest on the ground and the Max/Static ratio is the maximum travel divided by the Static Compression. The higher that ratio is, the stiffer the suspension will be, but the higher the loads it can absorb before hitting maximum travel.&lt;br /&gt;
&lt;br /&gt;
Here are two examples, using the same undercarriage model:–&lt;br /&gt;
&lt;br /&gt;
[[File:MaxStatic5.jpg]]&lt;br /&gt;
&lt;br /&gt;
You can see above that with a very high Max:Static ratio the gear deflects very little of its full range of movement when at rest. This is likely to loosen your virtual pilot&#039;s teeth, but might be appropriate for an F-18 Hornet doing crash-landings (sorry, carrier deck landings).&lt;br /&gt;
&lt;br /&gt;
A much lower Max:Static ratio follows:–&lt;br /&gt;
&lt;br /&gt;
[[File:MaxStatic2.jpg]]&lt;br /&gt;
&lt;br /&gt;
Half the deflection available is used up when the model is at rest in this example. This gives a soft, forgiving feel when landing, but doesn&#039;t leave much travel for a heavy arrival or a large variation in payload. A typical value of Max:Static is 2.5 and for the Grizzly this gives a Static Compression value of 0.248 / 2.5 = 0.0992 feet&lt;br /&gt;
&lt;br /&gt;
The other things to note are how to determine Static CG Height and Static Pitch. Select the top-level object, move and rotate the model until it sits with all the wheels nicely on the grid zero at the correct keyframe for the Max:Static ratio. This will be keyframe (100 + (100 / Max:Static)), in this case (100 + (100/2.5)) = 140.&lt;br /&gt;
&lt;br /&gt;
[[File:StaticHeight.jpg]]&lt;br /&gt;
&lt;br /&gt;
Static CG Height is 2.261 feet.&lt;br /&gt;
&lt;br /&gt;
[[File:StaticPitch.jpg]]&lt;br /&gt;
&lt;br /&gt;
Static Pitch is 14.2 degrees&lt;br /&gt;
&lt;br /&gt;
Small tweaks can be done to give the impression of tyres compressing under load, but that&#039;s the basics.&lt;br /&gt;
&lt;br /&gt;
[[category:Aircraft Design]]&lt;br /&gt;
[[category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Hairyspin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Contact_Points&amp;diff=10319</id>
		<title>Contact Points</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Contact_Points&amp;diff=10319"/>
		<updated>2016-04-02T21:12:09Z</updated>

		<summary type="html">&lt;p&gt;Hairyspin: Illustrations to explain undercarriage contact points&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Contact points are described in some detail in the FSX (and P3D) SDK but what is missing are some illustrations to explain how undercarriage contact points work.&lt;br /&gt;
&lt;br /&gt;
This is Milton Shupe&#039;s XA-38 Grizzly with the gear fully extended (keyframe 100):–&lt;br /&gt;
&lt;br /&gt;
[[File:Grizzly-contacts-and-center.jpg]]&lt;br /&gt;
&lt;br /&gt;
Notice there&#039;s a top-level object at the model&#039;s center which is at 0,0,0: everything else is linked to it via the model hierarchy. The top-level object is aligned to the Gmax world.&lt;br /&gt;
&lt;br /&gt;
Make sure you&#039;re working in Decimal Feet for the viewport units.&lt;br /&gt;
&lt;br /&gt;
For each contact point, pick a vertex at the correct position (bottom of each wheel) and note its position at keyframe 100. That gives the correct coordinates for that contact point. Also note the Z height at keyframe 200 and you can calculate the maximum travel of the gear:–&lt;br /&gt;
&lt;br /&gt;
[[File:Gear-travel.jpg]]&lt;br /&gt;
&lt;br /&gt;
The maximum travel is (-2.464) - (-2.712) = 0.248 feet for this example.&lt;br /&gt;
&lt;br /&gt;
Each contact point needs a Static Compression value and a value for the Maximum Compression/Static Compression Ratio. The Static Compression is how much the gear compresses when the model is at rest on the ground and the Max/Static ratio is the maximum travel divided by the Static Compression. The higher that ratio is, the stiffer the suspension will be, but the higher the loads it can absorb before hitting maximum travel.&lt;br /&gt;
&lt;br /&gt;
Here are two examples, using the same undercarriage model:–&lt;br /&gt;
&lt;br /&gt;
[[File:MaxStatic5.jpg]]&lt;br /&gt;
&lt;br /&gt;
You can see above that with a very high Max:Static ratio the gear deflects very little of its full range of movement when at rest. This is likely to loosen your virtual pilot&#039;s teeth, but might be appropriate for an F-18 Hornet doing crash-landings (sorry, carrier deck landings).&lt;br /&gt;
&lt;br /&gt;
A much lower Max:Static ratio follows:–&lt;br /&gt;
&lt;br /&gt;
[[File:MaxStatic2.jpg]]&lt;br /&gt;
&lt;br /&gt;
Half the deflection available is used up when the model is at rest in this example. This gives a soft, forgiving feel when landing, but doesn&#039;t leave much travel for a heavy arrival or a large variation in payload. A typical value of Max:Static is 2.5 and for the Grizzly this gives a Static Compression value of 0.248 / 2.5 = 0.0992 feet&lt;br /&gt;
&lt;br /&gt;
The other things to note are how to determine Static CG Height and Static Pitch. Select the top-level object, move and rotate the model until it sits with all the wheels nicely on the grid zero at the correct keyframe for the Max:Static ratio. This will be keyframe (100 + (100 / Max:Static)), in this case (100 + (100/2.5)) = 140.&lt;br /&gt;
&lt;br /&gt;
[[File:StaticHeight.jpg]]&lt;br /&gt;
&lt;br /&gt;
Static CG Height is 2.261 feet.&lt;br /&gt;
&lt;br /&gt;
[[File:StaticPitch.jpg]]&lt;br /&gt;
&lt;br /&gt;
Static Pitch is 14.2 degrees&lt;br /&gt;
&lt;br /&gt;
Small tweaks can be done to give the impression of tyres compressing under load, but that&#039;s the basics.&lt;/div&gt;</summary>
		<author><name>Hairyspin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:StaticPitch.jpg&amp;diff=10318</id>
		<title>File:StaticPitch.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:StaticPitch.jpg&amp;diff=10318"/>
		<updated>2016-04-02T20:49:28Z</updated>

		<summary type="html">&lt;p&gt;Hairyspin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hairyspin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:StaticHeight.jpg&amp;diff=10317</id>
		<title>File:StaticHeight.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:StaticHeight.jpg&amp;diff=10317"/>
		<updated>2016-04-02T20:48:31Z</updated>

		<summary type="html">&lt;p&gt;Hairyspin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hairyspin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:MaxStatic2.jpg&amp;diff=10316</id>
		<title>File:MaxStatic2.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:MaxStatic2.jpg&amp;diff=10316"/>
		<updated>2016-04-02T20:48:07Z</updated>

		<summary type="html">&lt;p&gt;Hairyspin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hairyspin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:MaxStatic5.jpg&amp;diff=10315</id>
		<title>File:MaxStatic5.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:MaxStatic5.jpg&amp;diff=10315"/>
		<updated>2016-04-02T20:47:33Z</updated>

		<summary type="html">&lt;p&gt;Hairyspin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hairyspin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:Gear-travel.jpg&amp;diff=10314</id>
		<title>File:Gear-travel.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:Gear-travel.jpg&amp;diff=10314"/>
		<updated>2016-04-02T20:20:31Z</updated>

		<summary type="html">&lt;p&gt;Hairyspin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hairyspin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:Grizzly-contacts-and-center.jpg&amp;diff=10313</id>
		<title>File:Grizzly-contacts-and-center.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:Grizzly-contacts-and-center.jpg&amp;diff=10313"/>
		<updated>2016-04-02T20:15:50Z</updated>

		<summary type="html">&lt;p&gt;Hairyspin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Hairyspin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Starting_a_Model_in_GMax&amp;diff=10009</id>
		<title>Starting a Model in GMax</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Starting_a_Model_in_GMax&amp;diff=10009"/>
		<updated>2015-11-19T20:17:27Z</updated>

		<summary type="html">&lt;p&gt;Hairyspin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Ambox-Content-Needs-Improvement}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXI = false&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = true&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If you know what you are doing, starting a model in GMax is fairly simple. If you &#039;&#039;don&#039;t&#039;&#039; know what you&#039;re doing, do the modelling tutorials bundled with the Gmax help files: they will get you familiar with the tools and methods - and do them in order. It&#039;s when you get to the tiny details and shape of the aircraft that modeling can get very challenging. &lt;br /&gt;
&lt;br /&gt;
Here are some tips to starting a model.&lt;br /&gt;
&lt;br /&gt;
1. Get access to good reference material, like photo or a backdrop image.&lt;br /&gt;
&lt;br /&gt;
2. Use the backdrop image in your viewports, so you can get the exact shape of your object. Or if making an aircraft, another way is to find a 3-view image of the aircraft, cut it into the separate parts (nose-on, side on and plan view) and crop each view so that the aircraft fits right to the edges of each image. Then, using the dimensions of the aircraft that you have found online, create 3 walls that will form your backdrops, sizing them using these dimensions (the side wall will be length x height, the nose-on wall will be span x height, and the plan view on the floor will be span x length). Texture each wall with the relevant image from the 3-view you cut up, e.g. the side view on the far wall, the front view to one side and the plan view on the bottom &amp;quot;wall&amp;quot;. Make sure these walls all align exactly at one corner so that it is like the far wall and side wall of a room and a floor, all joining at a point. You not only have the 3-view available in each viewport, but you also have the workspace dimensioned for the aircraft you are creating. Group the walls as a single object and centre it in the workspace so that the original of the model will be where you want it. When exporting the model, use &amp;quot;export selected&amp;quot; and omit the walls from the export list. Eventually the model will reach the stage when you can remove the walls entirely. If you are new to modelling, this also helps you to get an easy introduction into texturing surfaces.&lt;br /&gt;
&lt;br /&gt;
3. If you are new to modeling, start off with something simple, like a small house, which uses mostly boxes.&lt;br /&gt;
&lt;br /&gt;
4. If you don&#039;t like it, don&#039;t model it. Modeling can be hard, but fun. If you don&#039;t like what your modeling, it will seem like it will take forever to finish.&lt;br /&gt;
&lt;br /&gt;
5. If you start modeling something, but don&#039;t want to continue, or don&#039;t have enough knowledge of modeling, upload it to a FS website&#039;s design downloads. There are probably people out there that could use the model.&lt;br /&gt;
&lt;br /&gt;
6. Many people prefer freeware add-ons, but some of the highest quality, and maybe the only add-on of its kind out there are payware. If you are a beginner, it is probably best that your add-on is freeware, as it is probably not the best out there, yet...&lt;br /&gt;
&lt;br /&gt;
7. If you have A LOT of completed add-ons, or GMax source files YOU have created, you may consider starting your own FS website.&lt;br /&gt;
&lt;br /&gt;
I hope that I have helped you, and remember, DON&#039;T GIVE UP!&lt;br /&gt;
&lt;br /&gt;
[[category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Hairyspin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=UVW_Mapping_in_Gmax&amp;diff=9977</id>
		<title>UVW Mapping in Gmax</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=UVW_Mapping_in_Gmax&amp;diff=9977"/>
		<updated>2015-08-30T19:00:14Z</updated>

		<summary type="html">&lt;p&gt;Hairyspin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== UVW Mapping in Gmax: tutorial series ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After spending an age building my first decent-quality model I didn&#039;t realise how much more work was needed to map the thing. After reading a number of tutorials on mapping I got the job done, but thought a fairly complete mapping tutorial series would help a beginner like I was. None of the methods here are new and this isn&#039;t the Definitive Method or the One True Path To Mapping Success, but I hope it gives a single resource to get you started.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:UVWMappingHeader.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This six-part tutorial series starts with the basics, introduces LithUnwrap for making templates and goes on to cover use of the UVW editor, mapping multiple objects simultaneously, use of material IDs to colour-code selections and grids for custom views. Making good use of texture space, distorting objects to simplify mapping and problems encountered are also covered.&lt;br /&gt;
&lt;br /&gt;
The series is aimed at both aircraft and scenery builders. Building, aircraft and virtual cockpit examples are used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sample meshes and texture files are included together with the Quake III plugin, LithUnwrap and the Harlequin gmax source used in the tutorials. You also get to see a little of Milton Shupe&#039;s XA-38 Grizzly mesh (used with permission)!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just make sure you download all the parts and resources and work through it in order. I&#039;ve tried not to repeat myself, so if you&#039;re struggling, say with Part 4, you should read Parts 1-3 again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-1.135/ UVW Mapping in Gmax Part 1] -- Getting started: &#039;&#039;Mapping simple objects. Using LithUnwrap to make templates. Mapping more than one object on a template​.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-2.136/ UVW Mapping in Gmax Part 2] -- Mapping in more detail: &#039;&#039;Basic UVW editing. Multi-layer master templates. Mapping gizmo alignment. Grid helpers for custom views​.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-3.137/ UVW Mapping in Gmax Part 3] -- Mapping more complex objects: &#039;&#039;Stretching. Mapping sizing. Colour–coded poly selections. Mapping with material IDs.&#039;&#039;​&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-4.138/ UVW Mapping in Gmax Part 4] -- Mapping more than one object at once.&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-5.139/ UVW Mapping in Gmax Part 5] -- Using texture space efficiently: &#039;&#039;Mapping to different sizes. &#039;Unfolding&#039; geometry on the template. More on Grid views&#039;&#039;​&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-6.140/ UVW Mapping in Gmax Part 6] --  More mapping wheezes: &#039;&#039;Fitting a mapping to an existing graphic. Mapping scenery to pre-prepared artwork. UVW editor scaling vs UVW Mapping sizing. Distorting objects to simplify mapping​&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-%E2%80%93-resources.144/ Essential resources]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-%E2%80%93-samples-for-part-1.141/ Samples for part 1]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-%E2%80%93-samples-for-parts-2-3.142/ Samples for parts 2 and 3]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-%E2%80%93-samples-for-parts-4-6.143/ Samples for parts 4 and 6]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Hairyspin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=UVW_Mapping_in_Gmax&amp;diff=9976</id>
		<title>UVW Mapping in Gmax</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=UVW_Mapping_in_Gmax&amp;diff=9976"/>
		<updated>2015-08-30T18:46:13Z</updated>

		<summary type="html">&lt;p&gt;Hairyspin: /* UVW Mapping in Gmax: tutorial series */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== UVW Mapping in Gmax: tutorial series ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After spending an age building my first decent-quality model I didn&#039;t realise how much more work was needed to map the thing. After reading a number of tutorials on mapping I got the job done, but thought a fairly complete mapping tutorial series would help a beginner like I was. None of the methods here are new and this isn&#039;t the Definitive Method or the One True Path To Mapping Success, but I hope it gives a single resource to get you started.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:UVWMappingHeader.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This six-part tutorial series starts with the basics, introduces LithUnwrap for making templates and goes on to cover use of the UVW editor, mapping multiple objects simultaneously, use of material IDs to colour-code selections and grids for custom views. Making good use of texture space, distorting objects to simplify mapping and problems encountered are also covered.&lt;br /&gt;
&lt;br /&gt;
The series is aimed at both aircraft and scenery builders. Building, aircraft and virtual cockpit examples are used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sample meshes and texture files are included together with the Quake III plugin, LithUnwrap and the Harlequin gmax source used in the tutorials. You also get to see a little of Milton Shupe&#039;s XA-38 Grizzly mesh (used with permission)!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just make sure you download all the parts and resources and work through it in order. I&#039;ve tried not to repeat myself, so if you&#039;re struggling, say with Part 4, you should read Parts 1-3 again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-1.135/ UVW Mapping in Gmax Part 1] -- Mapping simple objects. Using LithUnwrap to make templates. Mapping more than one object on a template​&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-2.136/ UVW Mapping in Gmax Part 2] -- Basic UVW editing. Multi-layer master templates. Mapping gizmo alignment. Grid helpers for custom views​&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-3.137/ UVW Mapping in Gmax Part 3] -- Stretching. Mapping sizing. Colour–coded poly selections. Mapping with material IDs​&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-4.138/ UVW Mapping in Gmax Part 4] -- Mapping more than one object at once.&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-5.139/ UVW Mapping in Gmax Part 5] -- Mapping to different sizes. &#039;Unfolding&#039; geometry on the template. More on Grid views​&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-6.140/ UVW Mapping in Gmax Part 6] -- Fitting a mapping to an existing graphic. Mapping scenery to pre-prepared artwork. UVW editor scaling vs UVW Mapping sizing. Distorting objects to simplify mapping​&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-%E2%80%93-resources.144/ Essential resources]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-%E2%80%93-samples-for-part-1.141/ Samples for part 1]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-%E2%80%93-samples-for-parts-2-3.142/ Samples for parts 2 and 3]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-%E2%80%93-samples-for-parts-4-6.143/ Samples for parts 4 and 6]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Hairyspin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=UVW_Mapping_in_Gmax&amp;diff=9975</id>
		<title>UVW Mapping in Gmax</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=UVW_Mapping_in_Gmax&amp;diff=9975"/>
		<updated>2015-08-30T18:45:07Z</updated>

		<summary type="html">&lt;p&gt;Hairyspin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== UVW Mapping in Gmax: tutorial series ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After spending an age building my first decent-quality model I didn&#039;t realise how much more work was needed to map the thing. After reading a number of tutorials on mapping I got the job done, but thought a fairly complete mapping tutorial series would help a beginner like I was. None of the methods here are new and this isn&#039;t the Definitive Method or the One True Path To Mapping Success, but I hope it gives a single resource to get you started.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:UVWMappingHeader.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This six-part tutorial series starts with the basics, introduces LithUnwrap for making templates and goes on to cover use of the UVW editor, mapping multiple objects simultaneously, use of material IDs to colour-code selections and grids for custom views. Making good use of texture space, distorting objects to simplify mapping and problems encountered are also covered.&lt;br /&gt;
&lt;br /&gt;
The series is aimed at both aircraft and scenery builders. Building, aircraft and virtual cockpit examples are used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sample meshes and texture files are included together with the Quake III plugin, LithUnwrap and the Harlequin gmax source used in the tutorials. You also get to see a little of Milton Shupe&#039;s XA-38 Grizzly mesh (used with permission)!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just make sure you download all the parts and resources and work through it in order. I&#039;ve tried not to repeat myself, so if you&#039;re struggling, say with Part 4, you should read Parts 1-3 again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-1.135/ UVW Mapping in Gmax Part 1] -- Mapping simple objects. Using LithUnwrap to make templates. Mapping more than one object on a template​&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-2.136/ UVW Mapping in Gmax Part 2] -- Basic UVW editing. Multi-layer master templates. Mapping gizmo alignment. Grid helpers for custom views​&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-3.137/ UVW Mapping in Gmax Part 3] -- Stretching. Mapping sizing. Colour–coded poly selections. Mapping with material IDs​&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-4.138/ UVW Mapping in Gmax Part 4] -- Mapping more than one object at once.&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-5.139/ UVW Mapping in Gmax Part 5] -- Mapping to different sizes. &#039;Unfolding&#039; geometry on the template.&lt;br /&gt;
 More on Grid views​&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-6.140/ UVW Mapping in Gmax Part 6] -- Fitting a mapping to an existing graphic. Mapping scenery to pre-prepared artwork. UVW editor scaling vs UVW Mapping sizing. Distorting objects to simplify mapping​&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-%E2%80%93-resources.144/ Essential resources]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-%E2%80%93-samples-for-part-1.141/ Samples for part 1]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-%E2%80%93-samples-for-parts-2-3.142/ Samples for parts 2 and 3]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-%E2%80%93-samples-for-parts-4-6.143/ Samples for parts 4 and 6]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Hairyspin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Aircraft_Fuselage_Creation:_The_Perfect_Way&amp;diff=9824</id>
		<title>Aircraft Fuselage Creation: The Perfect Way</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Aircraft_Fuselage_Creation:_The_Perfect_Way&amp;diff=9824"/>
		<updated>2015-03-03T21:09:13Z</updated>

		<summary type="html">&lt;p&gt;Hairyspin: /* Aircraft Fuselage Creation: The Perfect Way */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox-Applicable-FSVersion&lt;br /&gt;
| FSXA = true&lt;br /&gt;
| FSX = true&lt;br /&gt;
| FS2004 = true&lt;br /&gt;
| FS2002 = true&lt;br /&gt;
| FS2000 = false&lt;br /&gt;
| FS98 = false&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Aircraft Fuselage Interior Creation: The Perfect Way==&lt;br /&gt;
&lt;br /&gt;
I&#039;m going to take the time to retype a post made by the late Master of Max/GMax Gerard van der Harst back on November 11, 2002 that I printed out and added to my &#039;&#039;&#039;&#039;&#039;Design Notes&#039;&#039;&#039;&#039;&#039; folder on that date.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve since built every model using this technique with perfect results every time!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There&#039;s no need to screw around with tubes people, and the &amp;quot;clone and downscale&amp;quot; method sucks because you have to indeed &amp;quot;plug the holes.&amp;quot;  Besides, downscaling will not give you constant thickness... and a host of other problems.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the (I dare say) &#039;&#039;&#039;THE&#039;&#039;&#039; way:&lt;br /&gt;
&lt;br /&gt;
- Build the fuselage.&lt;br /&gt;
&lt;br /&gt;
- Convert to editable mesh, clone the fuselage, select all polygons and extrude them inwards (negative value) along their normals (tick &#039;Local&#039;).&lt;br /&gt;
&lt;br /&gt;
- Select all polygons and hit &#039;Flip&#039;.&lt;br /&gt;
&lt;br /&gt;
- Attach the new &amp;quot;inner hull&amp;quot; to the fuselage, select all vertices, set weld threshold to 0.001m and hit &#039;Weld Selected.&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;That&#039;s it: constant thickness and no holes to plug!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Aircraft Design]]&lt;br /&gt;
[[Category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Hairyspin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=UVW_Mapping_in_Gmax&amp;diff=9630</id>
		<title>UVW Mapping in Gmax</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=UVW_Mapping_in_Gmax&amp;diff=9630"/>
		<updated>2014-10-09T18:30:18Z</updated>

		<summary type="html">&lt;p&gt;Hairyspin: /* UVW Mapping in Gmax: tutorial series */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== UVW Mapping in Gmax: tutorial series ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After spending an age building my first decent-quality model I didn&#039;t realise how much more work was needed to map the thing. After reading a number of tutorials on mapping I got the job done, but thought a fairly complete mapping tutorial series would help a beginner like I was. None of the methods here are new and this isn&#039;t the Definitive Method or the One True Path To Mapping Success, but I hope it gives a single resource to get you started.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:UVWMappingHeader.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This six-part tutorial series starts with the basics, introduces LithUnwrap for making templates and goes on to cover use of the UVW editor, mapping multiple objects simultaneously, use of material IDs to colour-code selections and grids for custom views. Making good use of texture space, distorting objects to simplify mapping and problems encountered are also covered.&lt;br /&gt;
&lt;br /&gt;
The series is aimed at both aircraft and scenery builders. Building, aircraft and virtual cockpit examples are used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sample meshes and texture files are included together with the Quake III plugin, LithUnwrap and the Harlequin gmax source used in the tutorials. You also get to see a little of Milton Shupe&#039;s XA-38 Grizzly mesh (used with permission)!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just make sure you download all the parts and resources and work through it in order. I&#039;ve tried not to repeat myself, so if you&#039;re struggling, say with Part 4, you should read Parts 1-3 again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-1.135/ UVW Mapping in Gmax Part 1]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-2.136/ UVW Mapping in Gmax Part 2]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-3.137/ UVW Mapping in Gmax Part 3]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-4.138/ UVW Mapping in Gmax Part 4]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-5.139/ UVW Mapping in Gmax Part 5]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-6.140/ UVW Mapping in Gmax Part 6]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-%E2%80%93-resources.144/ Essential resources]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-%E2%80%93-samples-for-part-1.141/ Samples for part 1]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-%E2%80%93-samples-for-parts-2-3.142/ Samples for parts 2 and 3]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-%E2%80%93-samples-for-parts-4-6.143/ Samples for parts 4 and 6]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Hairyspin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=UVW_Mapping_in_Gmax&amp;diff=9619</id>
		<title>UVW Mapping in Gmax</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=UVW_Mapping_in_Gmax&amp;diff=9619"/>
		<updated>2014-09-28T15:27:08Z</updated>

		<summary type="html">&lt;p&gt;Hairyspin: /* UVW Mapping in Gmax: tutorial series */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== UVW Mapping in Gmax: tutorial series ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After spending an age building my first decent-quality model I didn&#039;t realise how much more work was needed to map the thing. After reading a number of tutorials on mapping I got the job done, but thought a fairly complete mapping tutorial series would help a beginner like I was. None of the methods here are new and this isn&#039;t the Definitive Method or the One True Path To Mapping Success, but I hope it gives a single resource to get you started.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:UVWMappingHeader.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This six-part tutorial series starts with the basics, introduces LithUnwrap for making templates and goes on to cover use of the UVW editor, mapping multiple objects simultaneously, use of material IDs to colour-code selections and grids for custom views. Making good use of texture space, distorting objects to simplify mapping and problems encountered are also covered.&lt;br /&gt;
&lt;br /&gt;
The series is aimed at both aircraft and scenery builders. Building, aircraft and virtual cockpit examples are used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sample meshes and texture files are included together with the Quake III plugin, LithUnwrap and the Harlequin gmax source used in the tutorials. You also get to see a little of Milton Shupe&#039;s XA-38 Grizzly mesh (used with permission)!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just make sure you download all the parts and resources and work through it in order. I&#039;ve tried not to repeat myself, so if you&#039;re struggling, say with Part 4, you should read Parts 1-3 again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-1.135/download?version=139/UVW Mapping in Gmax Part 1]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-2.136/download?version=140/UVW Mapping in Gmax Part 2]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-3.137/download?version=141/UVW Mapping in Gmax Part 3]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-4.138/download?version=142/UVW Mapping in Gmax Part 4]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-5.139/download?version=143/UVW Mapping in Gmax Part 5]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-6.140/download?version=144/UVW Mapping in Gmax Part 6]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-%E2%80%93-resources.144/ Essential resources]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-%E2%80%93-samples-for-part-1.141/ Samples for part 1]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-%E2%80%93-samples-for-parts-2-3.142/ Samples for parts 2 and 3]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-%E2%80%93-samples-for-parts-4-6.143/ Samples for parts 4 and 6]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Hairyspin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=File:UVWMappingHeader.jpg&amp;diff=9618</id>
		<title>File:UVWMappingHeader.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=File:UVWMappingHeader.jpg&amp;diff=9618"/>
		<updated>2014-09-28T15:24:13Z</updated>

		<summary type="html">&lt;p&gt;Hairyspin: To illustrate UVW Mapping in Gmax tutorial series&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To illustrate UVW Mapping in Gmax tutorial series&lt;/div&gt;</summary>
		<author><name>Hairyspin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=UVW_Mapping_in_Gmax&amp;diff=9617</id>
		<title>UVW Mapping in Gmax</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=UVW_Mapping_in_Gmax&amp;diff=9617"/>
		<updated>2014-09-28T07:44:30Z</updated>

		<summary type="html">&lt;p&gt;Hairyspin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== UVW Mapping in Gmax: tutorial series ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After spending an age building my first decent-quality model I didn&#039;t realise how much more work was needed to map the thing. After reading a number of tutorials on mapping I got the job done, but thought a fairly complete mapping tutorial series would help a beginner like I was. None of the methods here are new and this isn&#039;t the Definitive Method or the One True Path To Mapping Success, but I hope it gives a single resource to get you started.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This six-part tutorial series starts with the basics, introduces LithUnwrap for making templates and goes on to cover use of the UVW editor, mapping multiple objects simultaneously, use of material IDs to colour-code selections and grids for custom views. Making good use of texture space, distorting objects to simplify mapping and problems encountered are also covered.&lt;br /&gt;
&lt;br /&gt;
The series is aimed at both aircraft and scenery builders. Building, aircraft and virtual cockpit examples are used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sample meshes and texture files are included together with the Quake III plugin, LithUnwrap and the Harlequin gmax source used in the tutorials. You also get to see a little of Milton Shupe&#039;s XA-38 Grizzly mesh (used with permission)!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just make sure you download all the parts and resources and work through it in order. I&#039;ve tried not to repeat myself, so if you&#039;re struggling, say with Part 4, you should read Parts 1-3 again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-1.135/download?version=139/UVW Mapping in Gmax Part 1]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-2.136/download?version=140/UVW Mapping in Gmax Part 2]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-3.137/download?version=141/UVW Mapping in Gmax Part 3]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-4.138/download?version=142/UVW Mapping in Gmax Part 4]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-5.139/download?version=143/UVW Mapping in Gmax Part 5]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-6.140/download?version=144/UVW Mapping in Gmax Part 6]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-%E2%80%93-resources.144/ Essential resources]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-%E2%80%93-samples-for-part-1.141/ Samples for part 1]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-%E2%80%93-samples-for-parts-2-3.142/ Samples for parts 2 and 3]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-%E2%80%93-samples-for-parts-4-6.143/ Samples for parts 4 and 6]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Hairyspin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=UVW_Mapping_in_Gmax&amp;diff=9616</id>
		<title>UVW Mapping in Gmax</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=UVW_Mapping_in_Gmax&amp;diff=9616"/>
		<updated>2014-09-27T20:16:26Z</updated>

		<summary type="html">&lt;p&gt;Hairyspin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== UVW Mapping in Gmax: tutorial series ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After spending an age building my first decent-quality model I didn&#039;t realise how much more work was needed to map the thing. After reading a number of tutorials on mapping I got the job done, but thought a fairly complete mapping tutorial series would help a beginner like I was. None of the methods here are new and this isn&#039;t the Definitive Method or the One True Path To Mapping Success, but I hope it gives a single resource to get you started.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This six-part tutorial series starts with the basics, introduces LithUnwrap for making templates and goes on to cover use of the UVW editor, mapping multiple objects simultaneously, use of material IDs to colour-code selections and grids for custom views. Making good use of texture space, distorting objects to simplify mapping and problems encountered are also covered.&lt;br /&gt;
&lt;br /&gt;
The series is aimed at both aircraft and scenery builders. Building, aircraft and virtual cockpit examples are used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sample meshes and texture files are included together with the Quake III plugin, LithUnwrap and the Harlequin gmax source used in the tutorials. You also get to see a little of Milton Shupe&#039;s XA-38 Grizzly mesh (used with permission)!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just make sure you download all the parts and resources and work through it in order. I&#039;ve tried not to repeat myself, so if you&#039;re struggling, say with Part 4, you should read Parts 1-3 again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-1.135/UVW Mapping in Gmax Part 1]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-2.136/UVW Mapping in Gmax Part 2]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-3.137/UVW Mapping in Gmax Part 3]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-4.138/UVW Mapping in Gmax Part 4]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-5.139/UVW Mapping in Gmax Part 5]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-6.140/UVW Mapping in Gmax Part 6]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-%E2%80%93-resources.144/ Essential resources]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-%E2%80%93-samples-for-part-1.141/ Samples for part 1]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-%E2%80%93-samples-for-parts-2-3.142/ Samples for parts 2 and 3]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-%E2%80%93-samples-for-parts-4-6.143/ Samples for parts 4 and 6]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Aircraft Design]]&lt;br /&gt;
[[category:Scenery Design]]&lt;br /&gt;
[[category:Modeling]]&lt;/div&gt;</summary>
		<author><name>Hairyspin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=UVW_Mapping_in_Gmax&amp;diff=9615</id>
		<title>UVW Mapping in Gmax</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=UVW_Mapping_in_Gmax&amp;diff=9615"/>
		<updated>2014-09-27T19:44:34Z</updated>

		<summary type="html">&lt;p&gt;Hairyspin: A six-part tutorial series to get the beginning mapper going&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== UVW Mapping in Gmax: tutorial series ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After spending an age building my first decent-quality model I didn&#039;t realise how much more work was needed to map the thing. After reading a number of tutorials on mapping I got the job done, but thought a fairly complete mapping tutorial series would help a beginner like I was. None of the methods here are new and this isn&#039;t the Definitive Method or the One True Path To Mapping Success, but I hope it gives a single resource to get you started.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This six-part tutorial series starts with the basics, introduces LithUnwrap for making templates and goes on to cover use of the UVW editor, mapping multiple objects simultaneously, use of material IDs to colour-code selections and grids for custom views. Making good use of texture space, distorting objects to simplify mapping and problems encountered are also covered.&lt;br /&gt;
&lt;br /&gt;
The series is aimed at both aircraft and scenery builders. Building, aircraft and virtual cockpit examples are used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sample meshes and texture files are included together with the Quake III plugin, LithUnwrap and the Harlequin gmax source used in the tutorials. You also get to see a little of Milton Shupe&#039;s XA-38 Grizzly mesh (used with permission)!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just make sure you download all the parts and resources and work through it in order. I&#039;ve tried not to repeat myself, so if you&#039;re struggling, say with Part 4, you should read Parts 1-3 again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-1.135/UVW Mapping in Gmax Part 1]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-2.136/UVW Mapping in Gmax Part 2]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-3.137/UVW Mapping in Gmax Part 3]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-4.138/UVW Mapping in Gmax Part 4]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-5.139/UVW Mapping in Gmax Part 5]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-part-6.140/UVW Mapping in Gmax Part 6]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-%E2%80%93-resources.144/ Essential resources]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-%E2%80%93-samples-for-part-1.141/ Samples for part 1]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-%E2%80%93-samples-for-parts-2-3.142/ Samples for parts 2 and 3]&lt;br /&gt;
&lt;br /&gt;
[http://www.fsdeveloper.com/forum/resources/uvw-mapping-in-gmax-%E2%80%93-samples-for-parts-4-6.143/ Samples for parts 4 and 6]&lt;/div&gt;</summary>
		<author><name>Hairyspin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Activating_or_re-activating_FSX&amp;diff=8688</id>
		<title>Activating or re-activating FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Activating_or_re-activating_FSX&amp;diff=8688"/>
		<updated>2013-01-21T22:19:42Z</updated>

		<summary type="html">&lt;p&gt;Hairyspin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Windows 7 users especially have reported problems activating FSX, or re-activating it after a hardware change. Here is Microsoft&#039;s own answer:-&lt;br /&gt;
&lt;br /&gt;
Go to the FSX folder and right click on &#039;&#039;FSX.exe&#039;&#039;, choose &#039;&#039;Properties&#039;&#039; and &#039;&#039;&#039;uncheck&#039;&#039;&#039; the &#039;&#039;&#039;Run in Compatibility Mode&#039;&#039;&#039; box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Read the original answer here: [http://answers.microsoft.com/en-us/windows/forum/windows_7-gaming/fsx-activation-problem/afc10549-4347-4e1d-8426-9f266c21302f]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:FSX]]&lt;br /&gt;
[[category:General]]&lt;/div&gt;</summary>
		<author><name>Hairyspin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Activating_or_re-activating_FSX&amp;diff=8687</id>
		<title>Activating or re-activating FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Activating_or_re-activating_FSX&amp;diff=8687"/>
		<updated>2013-01-21T22:16:58Z</updated>

		<summary type="html">&lt;p&gt;Hairyspin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Windows 7 users especially have reported problems activating FSX, or re-activating it after a hardware change. Here is Microsoft&#039;s own answer:-&lt;br /&gt;
&lt;br /&gt;
Go to the FSX folder and right click on &#039;&#039;FSX.exe&#039;&#039;, choose &#039;&#039;Properties&#039;&#039; and &#039;&#039;&#039;uncheck&#039;&#039;&#039; the &#039;&#039;&#039;Run in Compatibility Mode&#039;&#039;&#039; box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Read the original answer here: [http://answers.microsoft.com/en-us/windows/forum/windows_7-gaming/fsx-activation-problem/afc10549-4347-4e1d-8426-9f266c21302f]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:FSX]]&lt;/div&gt;</summary>
		<author><name>Hairyspin</name></author>
	</entry>
	<entry>
		<id>http://www.fsdeveloper.com/wiki/index.php?title=Activating_or_re-activating_FSX&amp;diff=8686</id>
		<title>Activating or re-activating FSX</title>
		<link rel="alternate" type="text/html" href="http://www.fsdeveloper.com/wiki/index.php?title=Activating_or_re-activating_FSX&amp;diff=8686"/>
		<updated>2013-01-20T21:46:22Z</updated>

		<summary type="html">&lt;p&gt;Hairyspin: New page: Windows 7 users especially have reported problems activating FSX, or re-activating it after a hardware change. Here is Microsoft&amp;#039;s own answer:-  Go to the FSX folder and right click on &amp;#039;&amp;#039;F...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Windows 7 users especially have reported problems activating FSX, or re-activating it after a hardware change. Here is Microsoft&#039;s own answer:-&lt;br /&gt;
&lt;br /&gt;
Go to the FSX folder and right click on &#039;&#039;FSX.exe&#039;&#039;, choose &#039;&#039;Properties&#039;&#039; and &#039;&#039;&#039;uncheck&#039;&#039;&#039; the &#039;&#039;&#039;Run in Compatibility Mode&#039;&#039;&#039; box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Read the original answer here: [http://answers.microsoft.com/en-us/windows/forum/windows_7-gaming/fsx-activation-problem/afc10549-4347-4e1d-8426-9f266c21302f]&lt;/div&gt;</summary>
		<author><name>Hairyspin</name></author>
	</entry>
</feed>