07-09-2005, 03:11 AM
here' what I do to make my payload models in the editor. It's not nesecarilly the right way, but it works well for the simulator.
First, I put in all of the stations in my, lets say, 737. There would be a first class, an economy class, a front cargo and a rear cargo. Now
chances are the numbers that are typed in for "distance from CG" are inittially waaaay off. I hit the calculate button and sure enough, the CG is too
far out of whack.
So I first reset all station weights to 0. CG will go neutral. I turn on ONLY the cargo weights, and look up what kind of cargo weight a real 737
might have (Google is great for this) and then start typing in values to match this. I swap capacities back and forth between the cargo stations, and
nudge their possitions back and forth until my calculated CG looks centered. "Great! Good enough for simulated flight" I say to myself.
I then turn off the cargo weights, knowing that they by themselves are balanced, and turn on ONLY the passenger stations. I configure the seating
capacities, then again start nudging their possitions back and forth until the pax stations by themselves are centered. Now if I turn on pax
stations, cargo stations, or all stations together, everything is always balanced.
I can load my planes in FsP with very good CG results using this technique. The idea behind this is to keep the adjusted CG as close to the empty CG location no matter what the weight.
Post Edited ( 09-07-05 04:16 )
First, I put in all of the stations in my, lets say, 737. There would be a first class, an economy class, a front cargo and a rear cargo. Now
chances are the numbers that are typed in for "distance from CG" are inittially waaaay off. I hit the calculate button and sure enough, the CG is too
far out of whack.
So I first reset all station weights to 0. CG will go neutral. I turn on ONLY the cargo weights, and look up what kind of cargo weight a real 737
might have (Google is great for this) and then start typing in values to match this. I swap capacities back and forth between the cargo stations, and
nudge their possitions back and forth until my calculated CG looks centered. "Great! Good enough for simulated flight" I say to myself.
I then turn off the cargo weights, knowing that they by themselves are balanced, and turn on ONLY the passenger stations. I configure the seating
capacities, then again start nudging their possitions back and forth until the pax stations by themselves are centered. Now if I turn on pax
stations, cargo stations, or all stations together, everything is always balanced.
I can load my planes in FsP with very good CG results using this technique. The idea behind this is to keep the adjusted CG as close to the empty CG location no matter what the weight.
Post Edited ( 09-07-05 04:16 )
-JaWood