A Junkers JU-52 Transport aircraft, 12/KGxbV1, western Europe. Reskin by Papou with permission.
It operates on invisible track and will load passengers and general goods at a suitable landing area. The aircraft has an automatically operating landing gear. This retracts at takeoff speed (160 kph) set in the script. It lowers at speeds below 160kph. The speeds for tilting, prop changeover speed and landing gear retraction on takeoff may be altered in the string table above - speeds are in kph. Note landing speed above is a fraction of full speed, eg 0.4, not kph.
The aircraft initially has the engines stopped. Use the B key to start or stop the engines. For AI operations, use the Aircraft Engine Start Rule, kuid2:60238:80004:1
It does not have an operating interior, but does have various exterior views based on an invisible interior, use the [ and ] keys from the interior view. The aircraft will load and unload passengers at suitable airports.
The aircraft has animations that can be operated by keyboard keys, or the Aircraft Action Trigger, kuid:76656:24050, when placed on track and set to the correct number:
- initially the propellers are stationary, use the B key or triggger setting 2 to start or stop the engines;
- flare on landing, use the V key or trigger setting 3;
- open side door, H key;
- emit smoke and sound from the tyres when landing, trigger setting 4;
- the flaps operate automatically at speeds below 200 kph, changeable in the string table above;
- come to a gradual stop on landing, trigger setting 9;
- set speed to 40% of maximum speed, for landing approach, trigger setting 14.
Military and commercial aircraft sometimes use the same keys and trigger settings for differerent animations. If you find conflict on the same route, set the train priority of the trigger and the particular aircraft to a different value to differentiate.
Note: Shadow models are required but cannot be animated to follow aircraft animation in TS12. If you do not like the shadow showing on the body of the aircraft, in the config call up the shadow_inv.im file which is an invisible shadow.