CfgVehicles Plane class config reference – Arma 3
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{{GameCategory|arma3| Vehicle Configuration}} | {{GameCategory|arma3|Vehicle Configuration}} | ||
All config values related to Plane class configuration can be found here. | All config values related to Plane class configuration can be found here. | ||
{{ConfigPage|start}} | {{ConfigPage|start}} |
Revision as of 19:48, 24 April 2021
All config values related to Plane class configuration can be found here.
CfgVehicles
A
aileronCoef
Graph array, defines the influence of the ailerons control surface depending on the current speed. Each position in the array is a percentage of maxSpeed. First value is 0% of maxSpeed, last value is 150% of maxSpeed.
Array - Graph array of float values, related to maxSpeed
aileronCoef[] = {0,0.5,1,1.2,1.4,1.5,1.6}; // V-44 Blackfish
aileronCoef[] = {0.6,1,0.95,0.9,0.85,0.8,0.75}; // A-164 Wipeout
aileronCoef[] = {
0, // At 0 % of maxSpeed, this is the influence of the aileron
0.4, // 12.5 %
0.8, // 25 %
0.8, // 37.5 %
0.9, // 50 %
1.0, // 62.5 %
1.0, // 75 %
1.1, // 87.5 %
1.1, // 100 %
1.2, // 112.5 %
1.2, // 125 %
1.2, // 137.5 %
1.3 // 150 %
};
aileronControlsSensitivityCoef
Sensitivity of the player roll (aileron) input - how fast the control surface reaches it is max. extent. (does not affect AI).
aileronControlsSensitivityCoef = 1; // V-44 Blackfish
aileronControlsSensitivityCoef = 3.6; // Caesar BTT
aileronControlsSensitivityCoef = 3; // A-164 Wipeout
aileronSensitivity
Aileron authority. Lower values make the airplane bank slower, allowing to simulate heavier aircraft.
aileronSensitivity = 0; // No bank
aileronSensitivity = 0.5; // V-44 Blackfish
aileronSensitivity = 0.75; // A-164 Wipeout
aileronSensitivity = 0.85; // Caesar BTT
aileronSensitivity = 1; // Fast bank
airBrake
Defines if the aircraft has airbrakes. Also linked to "SpeedBrake" animation source.
airBrake = 0; // No airbrakes
airBrake = 1; // Most aircrafts
airBrakeFrictionCoef
Defines the "braking power" / friction of airbrakes.
airBrakeFrictionCoef = 2.4;
airFrictionCoefs
Air friction depending on velocity 2, 1 and 0 powers in {X,Y,Z} axes in the model space. Boolean
airFrictionCoefs2[] = { 0.00100, 0.00050, 0.00006};
airFrictionCoefs1[] = { 0.100, 0.050, 0.006 };
airFrictionCoefs0[] = { 0.0, 0.0, 0.0 };
altFullForce
Altitude value in meters at which the aircraft starts to progressively lose thrust influence until altNoForce is reached. Below this altitude, thrust influence is always at its maximum. Simulates effect of thinning air on engine performace.
altFullForce = 6000; // Caesar BTT
altFullForce = 2000; // V-44 Blackfish
altNoForce
Altitude value in meters at which the aircraft loses its thrust influence completely. Below this altitude, thrust influence is progressively lost as soon as altFullForce is reached. Simulates effect of thinning air on engine performace.
altNoForce = 7500; // Caesar BTT
altNoForce = 7000; // V-44 Blackfish
angleOfIndicence
https://en.wikipedia.org/wiki/Angle_of_incidence_(aerodynamics) Relates to envelope, affects lift properties and ev. view from the cabin.
angleOfIndicence = -2*3.1415/180; // Buzzard
C
cabinOpening
Once the engine shut down, opens the cabin using "..." animation source.
cabinOpening = 1; // Caesar BTT or A-164 Wipeout
cabinOpening = 0; // V-44 Blackfish
cargoCanEject
Allows the cargo passengers to jump out even if the aircraft is moving. Not a plane-specific value, but it is important to allow parachute jumps.
cargoCanEject = 1; // Cargo can eject
cargoCanEject = 0; // Cargo cannot eject
D
draconicForceXCoef
Force that affects the horizontal (X in model space) component of its velocity vector. Low values together with strong rudder authority will lead to skidding.
draconicForceXCoef = 7.4; // A-164 Wipeout
draconicForceXCoef = 7.5; // Caesar BTT
draconicForceXCoef = 15; // V-44 Blackfish
draconicForceYCoef
Force that affects the vertical (Y in model space) component of its velocity vector. Bigger values allow for faster and sharper elevator turns.
draconicForceYCoef = 3; // A-164 Wipeout
draconicForceYCoef = 1; // Caesar BTT
draconicForceYCoef = 0.5; // V-44 Blackfish
draconicForceZCoef
Force that affects the forward (Z in model space) component of its velocity vector. Float
draconicForceZCoef = 0.1; // A-164 Wipeout
draconicForceZCoef = 2.5; // Caesar BTT
draconicForceZCoef = 0.2; // V-44 Blackfish
draconicTorqueXCoef
Force that keeps the airplane aligned according to a horizontal (X in model space) component of its velocity vector (model space). Makes the airplane turn in banked flight, affects how fast lower wing in a knife flight drops. Bigger values also need to be balanced by a stronger rudder authority and draconicForceXCoef, otherwise the player won't be able to control the airplane in yaw. Good balancing with rudderCoef and draconicForceXCoef will allow good yaw authority in leveled flight, but disallow a sustained knife flight or too good turning just by using the rudder.
Can be also defined as an array.
draconicTorqueXCoef = 1.2; // A-164 Wipeout
draconicTorqueXCoef[] = // Caesar BTT
{
14.0, // 0 %
12.0, // 15 %
11.2, // 30 %
10.6, // 45 %
9.9, // 60 %
9.6, // 75 %
9.7, // 90 %
10.5, // 105 %
11.0, // 120 %
11.5, // 135 %
12.0 // 150 %
};
draconicTorqueYCoef
Force that keeps the airplane aligned according to a vertical (Y in model space) component of its velocity vector. Makes the airplane go nose up when climbing and nose down when there's not enough lift. Should be strong enough to make the aircraft go nose down in stall conditions as Arma does not simulate stalling of wings individually. Bigger values also need to be balanced by a stronger elevator authority and draconicForceYCoef, otherwise the player won't be able to control the airplane in pitch.
Can be also defined as an array.
draconicTorqueYCoef = 3; // A-164 Wipeout
draconicTorqueYCoef[] = // Caesar BTT
{
7.0, // 0 %
6.3, // 15 %
4.0, // 30 %
3.3, // 45 %
3.0, // 60 %
2.7, // 75 %
2.5, // 90 %
2.3, // 105 %
2.1, // 120 %
1.9, // 135 %
1.8 // 150 %
};
driveOnComponent
Defines the geometry LOD shapes on which the vehicle can roll without damage. (obsolete, from 1.68 use PhysX wheels and suspension)
Array - Strings linked to the geometry LOD shapes
driveOnComponent[] = {"Gear_1_damper","Gear_2_damper","Gear_3_damper"}; // A-164 Wipeout
driveOnComponent[] = {"wheel_f","wheel_r","wheel_l"}; // Caesar BTT
driveOnComponent[] = {"Wheel_1_1","Wheel_1_2","Wheel_2_1","Wheel_2_2","Wheel_2_3","Wheel_3_1","Wheel_3_2","Wheel_3_3"}; // V-44 Blackfish
E
ejectSpeed
Defines the ejection speed and vector for all seats (driver, gunners and cargo).
Array - Values of velocity in m/s, [x,y,z]
ejectSpeed[] = {0,60,0}; // A-164 Wipeout, pilot is ejected upwards
ejectSpeed[] = {0,0,3}; // Caesar BTT, passengers are ejected frontwards (needs confirmation)
ejectSpeed[] = {0,-2,0}; // V-44 Blackfish, passengers are ejected downwards
elevatorCoef
Coefficient of the elevator authority according to a given speed.
Array - Graph array of values, see aileronCoef
elevatorCoef[] = {0.6,0.9,0.5,0.4,0.35,0.3,0.3};// A-164 Wipeout
elevatorCoef[] = {0,1,1.2,1.4,1.5,1.6,1.6}; // V-44 Blackfish
elevatorControlsSensitivityCoef
Sensitivity of the player pitch (elevator) input - how fast the control surface reaches it is max. extent. (does not affect AI).
elevatorControlsSensitivityCoef = 4; // A-164 Wipeout
elevatorControlsSensitivityCoef = 2; // Caesar BTT
elevatorControlsSensitivityCoef = 3; // V-44 Blackfish
elevatorSensitivity
Elevator authority. Lower values make the airplane pitch slower.
elevatorSensitivity = 1.9; // A-164 Wipeout
elevatorSensitivity = 0.3; // Caesar BTT
elevatorSensitivity = 0.5; // V-44 Blackfish
envelope
The lift properties (G) of the wing dependent of the actual speed of the aircraft. Each of the positions in the array corresponds to a relative speed expressed as a proportion of the 125% of maxSpeed of the vehicle. Relates directly to angleOfIndicence and airplane's mass and can be used to simulate various wing sizes and camber.
Array - Graph array of values, see aileronCoef
envelope[] = {0.1,0.1,0.9,2.8,3.5,3.7,3.8,3.8,3.6,3.3,2.7}; // A-164 Wipeout
envelope[] = {0,0.15,1.05,1.8,2.8,3.3,3.5,3.2,2.6,2,1.5,1,0.5,0}; // Caesar BTT
envelope[] = {0,0.01,0.5,1.5,3.5,4.4,4.6,4.8,5,5.1,5.2,5.3,5.3,1}; // V-44 Blackfish
F
flaps
Defines if the aircraft has flaps. Uses "..." animation source.
flaps = 1; // Flaps
flaps = 0; // No flaps
flapsFrictionCoef
Friction coefficient of flaps. Increases drag and lift. Relates to envelope.
flapsFrictionCoef = 0.5; // A-164 Wipeout
flapsFrictionCoef = 0.4; // Caesar BTT
flapsFrictionCoef = 0.2; // V-44 Blackfish
gearDownTime
Only if gearRetracting = 1;, defines the time in seconds it takes to extract the gear.
gearDownTime = 2; // Most aircrafts
gearRetracting
Defines if the aircraft has retracting landing gear. Uses "..." animation source.
gearRetracting = 1; // A-164 Wipeout, retractable landing gear
gearRetracting = 0; // Caesar BTT, fixed landing gear
gearUpTime
Only if gearRetracting = 1;, defines the time in seconds it takes to retract the gear. Float
gearUpTime = 3.33; // Most aircrafts
gearsUpFrictionCoef
Defines the additional friction when the landing gear is open. Float
gearsUpFrictionCoef = 0.5;
L
landingAoa
Advised landing angle of attack for AI and autopilot. (Make sure to check functionality in game. The angles of glideslopes of airports and airstrips in Arma vary from 3-5°, finding a good AoA is often a compromise.)
landingAoa = 0.174533; // A-164 Wipeout
landingAoa = "rad 3"; // Caesar BTT
landingAoa = "1*3.1415/180"; // V-44 Blackfish
landingSpeed
Advised landing speed for AI and autopilot.
landingSpeed = 195; // A-164 Wipeout
landingSpeed = 110; // Caesar BTT
landingSpeed = 230; // V-44 Blackfish
lightOnGear
Defines if the lights are on the landing gear, thus only shining when the gear is down.
lightOnGear = 1; // A-164 Wipeout
lightOnGear = 0; // Caesar BTT
maxSpeed
Maximum speed. Doesn't limit the speed the aircraft is able to reach. Value is used mainly for the AI and thrust, envelope and control surfaces coefficients.
maxSpeed = 706; // A-164 Wipeout
maxSpeed = 435; // Caesar BTT
maxSpeed = 550; // V-44 Blackfish
R
rudderCoef
Defines the authority of the rudder in a given speed.
Array - Graph array of floats, see aileronsCoef
rudderCoef[] = {0.6,1,1,0.9,0.8,0.7,0.6}; // A-164 Wipeout
rudderCoef[] = {0,0.4,1,1.4,1.8,2,2.2,2.3,2.4,2.5,2.5,2.5,2.6}; // V-44 Blackfish
rudderControlsSensitivityCoef
Sensitivity of the player yaw (rudder) input - how fast the control surface reaches it is max. extent. (does not affect AI).
rudderControlsSensitivityCoef = 4; // A-164 Wipeout
rudderControlsSensitivityCoef = 2; // Caesar BTT
rudderControlsSensitivityCoef = 1.5;// V-44 Blackfish
rudderInfluence
Cos of the angle in which rudder can turn the aircraft. Lower values mean less yaw extent and authority. Relates to rudderCoef, draconicTorqueXCoef and draconicForceXCoef.
rudderInfluence = 0.01; // A-164 Wipeout
rudderInfluence = 0.3; // Caesar BTT
rudderInfluence = 0.9396;// V-44 Blackfish
S
simulation
String - Must be "airplaneX" for a plane
simulation = "airplanex";
stallSpeed
Advised stall speed. Used for AI, stallWarningTreshold in instruments and animation sources.
stallSpeed = 180; // V-44 Blackfish
stallWarningTreshold
Threshold of the stall warning - relates to display sources (i.e. airspeed indicated in red color).
stallWarningTreshold = 0.2; // A-164 Wipeout
stallWarningTreshold = 0.2; // Caesar BTT
stallWarningTreshold = 0.5; // V-44 Blackfish
T
thrustCoef
Used to define available thrust vs. airspeed.
Array - Graph array of floats, see aileronsCoef
thrustCoef[] = {0.9,0.8,0.9,1.3,1.2,1.2,1.1,1,0.9,0.2,0.1,0,0}; // A-164 Wipeout
thrustCoef[] = {1.3,1.1,1.2,1.3,1.5,1.7,1.6,0.6,0.46,0.33,0.2,0.066,0,0,0,0}; // Caesar BTT
thrustCoef[] = {1.1,1.1,1,1,0.9,0.8,0.7,0.5,0.3,0,0,0,0}; // V-44 Blackfish
thrustCoef[] =
{
1.2, // At 0 % of maxSpeed, thrust energy will be 1.2
1.2, // 12.5 %
1.1, // 25 %
1.1, // 37.5 %
1.0, // 50 %
0.9, // 62.5 %
0.8, // 75 %
0.7, // 87.5 %
0.5, // 100 %
0.2, // 112.5 %
0.0, // 125 %
0.0, // 137.5 %
0 // 150 %
};
V
vtol
Requires "airplanex" simulation.
Type of VTOL :
All types allow manual vectoring up/down to certain limits described under that type.
0 - No VTOL capacity
1 - VTOL
default 1.0 vectoring (nozzles/nacelles horizontal @ 0°)
2 - STOVL, vectoring limitation on slow speed
default 1.0 vectoring (nozzles/nacelles horizontal @ 0°)
limited 0.0 maximum vectoring (nozzles/nacelles horizontal @ 0°) below 5 km/h
3 - VTOL, vectoring limitation near ground
default 0.7 vectoring (nozzles/nacelles medium @ ~60°)
limited 0.7 minimum vectoring (nozzles/nacelles medium @ ~60°) below 5 meters altitude
4 - VTOL, opposite of 1
default 1.0 vectoring (nozzles/nacelles vertical @ 90°)
vtol = 0; // A-164 Wipeout, not a VTOL aircraft
vtol = 1; // F-35B, Vertical Take Off and Landing, Start horizontal (nozzles/nacelles @ 0°)
vtol = 2; // AV-8B Harrier, Short Take Off/Vertical Landing
vtol = 3; // V-44 Blackfish, VTOL using a vectoring near the ground (to avoid blades collision with ground)
vtol = 4; // Y-32 Xi'an, Vertical Take Off and Landing, Start vertical (nozzles/nacelles @ 90°)
VTOLPitchInfluence
Once in hover flight, defines influence of pitch input.
VTOLPitchInfluence = 3.0; // V-44 Blackfish
VTOLRollInfluence
Once in hover flight, defines influence of roll input.
VTOLRollInfluence = 10.0; // V-44 Blackfish
VTOLYawInfluence
Once in hover flight, defines influence of yaw input. Float
VTOLYawInfluence = 6.0; // V-44 Blackfish
W
wheelSteeringSensitivity
Once landed, defines the radius of steering with nose/tail wheel (same action as rudder).
wheelSteeringSensitivity = 1; // A-164 Wipeout
wheelSteeringSensitivity = 1.2;// Caesar BTT
wheelSteeringSensitivity = 0.8;// V-44 Blackfish