Beriev_Be-6_MADGE_X.zip > Beriev_Be-6_MADGE_X > L'Azur FSX flying boat performance modifications notes.txt
 
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L'Azur provides excellent and much more realistic water manners on a proper displacement/planing hull 
numerical simulation.
Nothing special, it just turns out all of us have been using the coded contact points totally wrong.
 
Flying technique and seamanship need applied...
 
Typically, on these old boats - relatively low power, high drag and high weights - flaps are left up at the start of the run to avoid 
'spray' damage (water being functionally incompressible at flying speeds, and most hillsides softer thus, spray damage 
amounts to driving through aforementioned hillside...) trim at T.O., yoke full aft, water rudder retracted, and ease up the power. 
The idea is to get the boat on 'the Step', or climbing into hydroplaning on the notch at CofG in the hull as quickly as possible, 
keeping the nose of the hull/floats and tip floats out of the waves to minmise 'spray'. This starts to happen at typical boat speeds of 18-20 kts. 
As the boat climbs on the step into flying attitude, care is exercised to keep tip floats out of the briney. 
This can be sporty in any kind of wind and seaway, as takeoffs and landings then must be made parallel 
to the swell, often putting the wind on the beam. A smoke marker may be chucked out on the flyover to gauge wind and wave. 
Most floats and boats get on the step well before take off speed, and most of the accelerating happens on the step, so flaps then 
are dropped to takeoff setting, tip floats retracted if applicable. Then, stick, rudder, throttles, bilge pumps, anti-emmeticks, prayers, sacrifices, 
devotions, JATO, WEP, WM50/50, last rights, Pure Strength of Will and stentorian excration are applied vigorously as this thing, neither plane or boat, does both, often not very well. 
Heavily-laden boat and seaplane drivers have been known to direct (order, bribe or extort) tender and boat coxswains to steam ahead on the take off run, the 
wake used to 'jump' the flyingboat off the water in hopes of cheating gravity long enough for the plane-like bits to kick in. 
Oportunistic sea-drivers have been scaring the shit out of unsuspecting recreational boaters for decades, thrashing and porposing off the stern quarter, then 
cutting dramatically across the boaters wake to break suction. 
Landings with the troughs, if possible. Pick your touch down point, set up your approach, and ease the step onto the water, as in any other survivable landing.
Keep the bow up, the hull settles back, the stern will dig in and slow nicely. Flying the numbers down, and carrying a bit of power against the flaps pays
dividends on landing; excess speed and not playing the sea state will reward with porposing, slamming, swimming pax, angry chief engineers, and the pilots
wac charts (spank mags) getting wet.       
If required by seadrome constraints, curving takes offs and landings are a breeze, Just keep your turns flat and work the rudder smoothly until
the boat is slowing.

L'Azur mod is a bit of a kludge to remove another cruddy MS hack. The float points now are changed around to simulate the hull's interaction with water.
MS used a shitty hack (I susspect)because of limitations in getting the 'wake' to show up. The float points must be at the waterline for the wake effect to show.
I treat the hull points as landing gear. This brings compression ratios and durations into the game. The short form is, the boats act as they have 
a hull now. They have displacement, they climb up on the step at speed, and do the reverse on landing. I hope that they will now interact with waves 
in P3D, but I have no way to test that.
The down side is the wake entry quits working. I kluged this by writing an effect controller file with all the water effects in a single file, and assigned it to the 
'water' fx line. Solved. 
They will porpose. They will bounce off waves, and the run in a fully laden Sunderland can be very long, indeed.

Note on adjusting float contact points.
Don't adjust the locations. Adjust static/dynamic compression, ratios, and rates, which are items 8, 9 and 10 in each line entry of the contact points.
Keep the water effects on the fx 'water' line entry. Wake is for AI boats, and will not work properly with this solution.
Also, an invisible beaching gear is provided for most. One of these days, I'll get around to making up some beaching gear for these things.

So, down a jug of antifreeze in celebration of the latest five year plan, get on the water, and try out the boat aspects of it.