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Old 08-03-2012, 09:46 AM
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Basic C of G adjustments

Hey Guys, Could someone please give me the basic rap on how to shift the Centre of Gravity forward and back (nose to tail) of an aircraft in editor mode?
Thanks.
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Old 08-03-2012, 10:29 AM
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this might help ...

http://www.knifeedge.com/forums/show...56&postcount=2
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Old 08-03-2012, 10:40 AM
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Quote:
Originally Posted by flexible View Post
http://www.knifeedge.com/forums/showthread.php?t=28691
You will need to ask you're questions here to get answers!
To the OP: this information is in error. Your thread is the best way to ask a question like yours.
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Old 08-03-2012, 06:07 PM
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In the editor ( for any particular aircaft) you can move that CG # on the X,Y and Z axis by entering a desired # , + / - , (depending where the zero'd # is at) and in which way you would like to move the CG point too. These #'s can be found under; airframe, in the editor. ( CG loc. at X,Y,Z)

Hope this kinda helps you out

Last edited by Hab; 08-03-2012 at 06:15 PM.
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Old 08-03-2012, 09:26 PM
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You can also add a mass component to the nose or tail of the fuselage and adjust its weight which will move the CG froward or backward, much as you would do in real life.

You can see the CG move in the editor when you do this.

Regards
Michael
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Old 08-08-2012, 01:25 PM
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You can adjust the weight of the individual components in the editor. That is the best way to adjust the CG.

For example, if you're editing a plane and the CG is too far forward, assuming the weights are not already correct, there are several ways you could handle it.

Bad: Compensate using trim.

Okay: Manually adjust the CG in the editor using the CG Adjustment property.

Better: If you've determined that the tail is light and the overall plane weight is under, add a mass component somewhere at the tail to compensate, causing the calculated CG to move as desired. This is the equivalent of adding lead.

Best: Assign each piece of the model a correct weight. In this example, any or all of the following weights might need to be increased: vertical stab, rudder, horizontal stab, elevator, tail gear, tail wheel, and/or any other components at the rear. Then, when RealFlight computes the CG, it will naturally and automatically shift rearward.


Be sure to take fuel weight into consideration as well, if applicable. The editor's Options-->Fuel Level setting will let you toggle the fuel tank between full and empty to see the CG in both situations.

To take this example a slightly different direction, maybe the CG is too far forward and you've determined that the overall plane weight is too high. In that case, you probably want to shave some weight from the components toward the nose instead of adding at the rear.


The CG adjustment property has its uses. But we encourage modeling everything with more fidelity to begin with, and that includes weights. Depending on how serious you are about the physics, though, the CG adjustment alone might be enough for your needs.
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