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I would like to ask a special favor.... (Read 14720 times)
Reply #150 -
Jul 5
th
, 2008 at 8:47pm
NickN
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Colonel
FSX runs fine... the problem
is you or your system
Posts: 6317
...Fixed RPM gauge and calibration
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Reply #151 -
Jul 6
th
, 2008 at 9:08pm
NickN
Offline
Colonel
FSX runs fine... the problem
is you or your system
Posts: 6317
Just so you guys know I took a bit of a break from all the FSX dev work for the holiday weekend and will get back to this next week
I am still waiting for a another set of textures from Anthony at GEX so I have a few free days left to work with her
Brett, the flight dynamics are outstanding.. You really got her to a point I did not think was possible and without your critical input in experience we could not have gotten her where she is now.
I did make a few more changes to the sound files after the last update was sent out.. mostly low idle sounds. Jim sent a very cool PDF file on the panel and I will get a close look at it this week along with attack the dome light issue.
As for a repaint.. I dont think I am going to have time to squeeze that in before I must go back to GEXn production. I did collect the color palet information though. At this point I think the focus should be on the panel and VC and anything that can be done to clean that up a bit better like the window frames, etc.. another area I will look at this week
Once we get to a finished product everyone can give her a spin for final test with any changes
I will try for the paint but I dont want to release anything that ends up looking like a 'rush job"
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Reply #152 -
Jul 6
th
, 2008 at 9:56pm
Brett_Henderson
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Colonel
EVERY OUTER MARKER SHOULD
BE AN NDB
Gender:
Posts: 3593
light at the end of the tunnel ?
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Reply #153 -
Jul 6
th
, 2008 at 11:23pm
NickN
Offline
Colonel
FSX runs fine... the problem
is you or your system
Posts: 6317
LOL!
As for flight dynamics I think we have a rap but dont be a stranger to this thread.. as Jim and I get closer on the panel we will probably need some input from a pilots perspective on the design.
Its really a shame we are limited on the VC or I would have likes to make a mockup of the original with Bobs images and a few others
I think I may resize the overhead and make it visible with the VC.. not sure yet. Too bad about the AP and its location. If the original developer had put a bitmap space in for that we could have used it for the AP in the VC.. may have a few ideas about that one yet too.. I may fudge the cockpit panel and see if I can make that work still.
At this point the cockpit and the few minor lighting bugs is the primary focus with repaint last on the punch list.
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Reply #154 -
Jul 7
th
, 2008 at 6:55am
Brett_Henderson
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Colonel
EVERY OUTER MARKER SHOULD
BE AN NDB
Gender:
Posts: 3593
I'll just keep flying it, and flying it... That's the best way to see things, and come up with ideas. Not flights so much to be scribbling down performance numbers.. but flights from a piloting perspective... different loads, weather, duration, purpose. THAT'S when the light-bulbs pop up over your head..
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Reply #155 -
Jul 9
th
, 2008 at 10:15pm
NickN
Offline
Colonel
FSX runs fine... the problem
is you or your system
Posts: 6317
I had a few very long days with the launch of FSWC and one which lasted almost 38 hours so I had to take a break on everything..
Will be back in the saddle with this tomorrow!
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Reply #156 -
Jul 14
th
, 2008 at 12:18am
NickN
Offline
Colonel
FSX runs fine... the problem
is you or your system
Posts: 6317
Jim and I are hard at work on the panel for this.. we are hashing out the original design and seeing if it can be better optimized.
The dome light issue is fixed but it did require I had to make some canges to the FX files.. not my first choice but the model file simply will not run any more than a certain number of light emitters in each FX file.
There have been changes to the main VC and to the sounds although flight dynamics remain as they were and are a done deal.
Repaint may not make it in.. that one is still up in the air but the panels are certainly getting a once over.
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Reply #157 -
Jul 14
th
, 2008 at 6:57am
Brett_Henderson
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Colonel
EVERY OUTER MARKER SHOULD
BE AN NDB
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Excellent
The 707 has been released, so I'm spending my free-sim-time puting the Marlinr through some "pilot piont of view" flying situations..
I'll report back soon.
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Reply #158 -
Jul 14
th
, 2008 at 1:31pm
NickN
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Colonel
FSX runs fine... the problem
is you or your system
Posts: 6317
Once we get it to a certain point I will package it up and post it for testing
The panel changes are more about organization of controls than than major changes. The VC got a facelift too and looks much better now
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Reply #159 -
Jul 16
th
, 2008 at 2:32am
NickN
Offline
Colonel
FSX runs fine... the problem
is you or your system
Posts: 6317
The Marlin now has a fully functional supercharger calibrated to model the original design (found the specs on it) which if over-revved for too long, will blow the manifold with full fire and smoke FX
It will also allow the user to back off the throttle if they catch it in time and the engine will recover as it cools down however it will lose a percentage of horsepower depending on how long it was throttled too high... too long and its a dead engine with no return
Backlit VC is not possible due to the model maker not providing the lightmap in the VC
Ligting is now fixed along with a few other system issues whereby the gauges were not reading correctly or were not associated correctly
The original engine start now works and a full cold and dark start sequence which requires the right series of events take place.. ie; power, fuel pump, mag, engine select, mixture, crank... and after crank for correct period, engine then starts and generators kick in
Some corrections and changes to the VC panel were made and as soon as I finish getting the XML fixed on the existing gauge package a final layout of gauges will take place and last the manual to operate.
repaint is still not in the 'definite' scope because of the time needed to fix what was/is needed to have a fully functional and dynamic aircraft but its not completely out of the loop quite yet. It will depend on how fast the gauge work can be completed and the aircraft tested... and when the next dump of textures for GEXnEU comes my way
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Reply #160 -
Jul 16
th
, 2008 at 6:53am
Brett_Henderson
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Colonel
EVERY OUTER MARKER SHOULD
BE AN NDB
Gender:
Posts: 3593
I wanna test this new engine !!
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Reply #161 -
Jul 16
th
, 2008 at 11:47am
NickN
Offline
Colonel
FSX runs fine... the problem
is you or your system
Posts: 6317
he he he
Its the same engine just supercharged and it is working correctly. The only thing about it I have not decided is if I will leave on an automatic rev as throttle is increased, or, place a switch on it to enable or disable the supercharger
If I do the "switch" I will also need to adjust fuel burn ratios in XML too. The correct ratio is enabled with the automatic system and I do not think the real Marlin had the ability to shut the SC down as it was integrated into the system for the USN but I could not locate data on that.
Bob may know that information
As soon as Jim and I get the panel to the point where its time for testing, you will get it
I am also moving everything to the Marlin panel and sound folder too. The only thing that will live outside the SP-5B aircraft folder is the FX so once this is ready for testing you will need to delete everything you currently have except the model folder. The changes to the FX files will overwrite themselves.
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Reply #162 -
Jul 17
th
, 2008 at 5:38pm
NickN
Offline
Colonel
FSX runs fine... the problem
is you or your system
Posts: 6317
I have managed to fix most of the XML with the exception of 2 gauges/switches at this point. All gauges are calibrated now and correctly reading for the 2 Wright R-3350-30WA engines. They are also direct injected not carb's so that has been corrected as well as the fuel pressure for the system.
I have created and modeled the superchargers which are functioning to spec and perfectly. Fuel supply and flow has been corrected for this system. It will burn based on the real dynamics and will deliver the correct range if flown correctly on full tanks
I have not figured out the fire control yet and that does need to happen because you can now blow the manifold or pistons if the engine is over revved for too long. There is a spec on these engines to deliver the full 3700HP and its only in 5 min bursts (will go 15-20 if coaxed) and even with that, damage can occur if pushed too far, too fast. They will provide the 15 min of full horsepower before starting to overheat (not full throttle, full horsepower.. full throttle starts countdown to damage immediately )
The original engines were designed to withstand a nominal time on full HP for T/O and emergencies but if pushed too long they will start to blow cylinders one by one. If you catch it in time the engine will still run on the remaining working cylinders but at reduced power based on the loss before it was caught, feathered and cooled down.
A cool down period is also programmed into it... the longer it was run too high before recovery, the longer it will take to come back up
I have corrected the panel lighting problem and also re written the instrument light XML so it works
Once I get everything finished and tested Jim and I will start looking at the overhead layout based on the gauges we need up there.
I may, mind you.. may model the JATO system using a trick in XML by altering the gear ratio to the props. I can do that and mimic the JATO bottle boost, and, also add the rocket flair and thrust on a timed burn. That one I have not decided on yet however I know can be done.
What I will do when I am ready is package everything up and post it for download (too large for email) so Jim and I are on the exact same page and there is nothing different about what I have and what he has. At that point we can look over the rest, make needed changes and then wrap it up with a manual.
I would really love to do a Navy BLUE repaint however I don’t think I am going to have time. I will probably however at the very least do some detail and cleanup work on the original paint.
Once I get the rest of the gauge XML working I will get back with Jim on layout and the manual
Once we get it to where it looks like a winner I will post it to Brett and Bob for review. You guys can let us know if anything is amiss or needs attention before the final packaging
No more full throttle takeoffs.. you must start and use the engines to gauge spec or its POP SPUTTER BANG and if too much.. BOOM and FLAMES
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Reply #163 -
Jul 17
th
, 2008 at 5:43pm
Brett_Henderson
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Colonel
EVERY OUTER MARKER SHOULD
BE AN NDB
Gender:
Posts: 3593
This sounds like some really neat stuff.. You already now my desire for modeled engine management, and consequences for mis-management
Can't wait to be a test pilot
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Reply #164 -
Jul 17
th
, 2008 at 5:51pm
NickN
Offline
Colonel
FSX runs fine... the problem
is you or your system
Posts: 6317
Brett_Henderson wrote
on Jul 17
th
, 2008 at 5:43pm:
This sounds like some really neat stuff.. You already now my desire for modeled engine management, and consequences for mis-management
Can't wait to be a test pilot
you are going to love this
fully dynamic engine response
you push them too hard too long and they respond based on that.. I have even pushed one to blowing 3 pistons and recovered it, used engine 2 to keep going and managed to get engine1 back 50% after 15 minutes of feathering
I needed it too in order to get over the mountains. E2 kept me going but I had to drop down from 18000 to 7000 to maintain speed and altitude
gauges will read the real torque and man pressure which I calibrated based on the specs
One thing that is different.. back in the day they used a very high octane fuel for these to get the HP out of them.. dang near jet fuel which is no longer available today nor is it modeled in the sim however I compensated by calibrating the supercharger boost so it will power just like the real deal
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