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I would like to ask a special favor.... (Read 14725 times)
Reply #30 -
Jun 26
th
, 2008 at 9:44am
Brett_Henderson
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EVERY OUTER MARKER SHOULD
BE AN NDB
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Posts: 3593
Update:
Getting there, slow but sure.
Jim, I just tried that panel.cfg.. looks good, considering what we're working with. There are little things that I'll focus on later...
I've found while working on the 707, that old stuff (FS9 models and/or gauges) can sometimes bring mysterious effects. A problem I think we're gonna run into, is mixing float and scrape points with FS9 models and FSX effects.
Back to work.. lol
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Reply #31 -
Jun 26
th
, 2008 at 11:26am
Jim Hodkinson
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Manchester U.K
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Posts: 57
Hi Brett
Thanks for the road test, and I know what you mean about the mysterious effects, I’ve been down this road before but never with a seaplane, which I’m find out is a whole different beast than I’m used to.
I have finally managed to get the Marlin to take off from water by modifying the aircraft.cfg and SP-5B.air files
These files will allow the Marlin to take off from water only if the following conditions are met.
1. Aux tanks contain 25% or less.
2. The Main tanks contain 90% or less.
3. The aircraft MUST have at least an 8kt wind over the bow.
4. Full flaps when the airspeed creeps over 80 - 85kts
5. And a long run, and be ready to retract the flaps back a notch or two once airborne to allow the airspeed to increase.
In its present state the aircraft will NOT taxi downwind, apparently this is yet another FSX FEATURE / BUG when importing FS9 aircraft, I believe its called the FSX viscous water effect, apparently you can use a couple of thing to overcome it, the most popular method appears to be to overpower the engines, which is in a way what I have done on the modified files, in that I have not only slightly overpowered the engines but have also added the War Power option (you will probably have to assign a keystroke for this as its not enabled by default), and even with this I had to put the Marlin on a very strict diet, I’ve lowered the all up weight by approximately 12000 lbs.
I’ve also noted that the autopilot tends to get jittery when the preset altitude is captured (I’ve only tested up to 6000), but this is probably my flight dynamics.
Jim Hodkinson
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Reply #32 -
Jun 26
th
, 2008 at 11:37am
Brett_Henderson
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EVERY OUTER MARKER SHOULD
BE AN NDB
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Uh oh.. are we both working on the aircraft.cfg ?
I've been building one from scratch (kinda)(I stole the engine/prop from the DC-3), then upped cylinder displacement, number of cylinders, max_mp / rpm etc..
Edit: Also, I just go with two fuel tanks.. It's neat to see 4 (or more) at the loading screen, but unless we're gonna add the complex plumbing and valves to the VC, there's really no point.
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Reply #33 -
Jun 26
th
, 2008 at 11:43am
Brett_Henderson
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EVERY OUTER MARKER SHOULD
BE AN NDB
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Posts: 3593
I've gotten it to takeoff or taxi, regardless of wind direction... now I'm fine-tuning power/weight, flap affect, cruise/top speed, etc..
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Reply #34 -
Jun 26
th
, 2008 at 11:46am
Jim Hodkinson
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Manchester U.K
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Hi Brett
Apologies for the confusion, I’m not working on the aircraft config or the air file, it’s just something to give me a break from the panel and VC, mine is just for the exercise.
Jim Hodkinson
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Reply #35 -
Jun 26
th
, 2008 at 9:39pm
NickN
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FSX runs fine... the problem
is you or your system
Posts: 6317
Guys.. had a long day here... will check out that panel change you posted Jim
You guys are
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Reply #36 -
Jun 27
th
, 2008 at 4:29pm
Brett_Henderson
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EVERY OUTER MARKER SHOULD
BE AN NDB
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Posts: 3593
OK... I've got it pretty close to what I think would be realistic, for a big, flying boat that's almost under-powered.
I can't fine tune the "beaching gear" contact points, as there's little (if any) suspension travel modeled in.
The float points aren't ideal, but with a deep hull like that, it's tough to get it 100% accurate.
Flight dynamics feel "right".. based mostly on realistic geometry (didn't even have to fudge the flight-tuning)..
Now I just gotta fine-tune the FSX camera definitions.
The existing VC is functional.. but I'm going to hunt down some gauges, switches, etc.. to make it more to my liking. I start every flight cold and dark, and don't like to have to use <ctrl+E>... gotta have all those piloted controlled things, controlled by the pilot..
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Reply #37 -
Jun 27
th
, 2008 at 10:00pm
Jim Hodkinson
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Colonel
Hello!
Manchester U.K
Gender:
Posts: 57
Hi Brett
For my own use I have already got a functional overhead panel that includes operational engine select switches, magneto switches, engine start switches, ac and ground power, fuel booster pumps, alternate fuel booster pumps, electrical disconnect switch, electrical power select switch, avionics switch, and even prop feather switches etc.
The gauges are from the gauge cab files that I included with my initial upload, but I have modified certain gauges, pumps, magneto, engine select switches and so on, to cater for only two engines and not the four engines that the gauge files had been intended for.
I have not yet fully tested them (in fact I’m just having a time out from modifying them) but they all seem to function, and are of the correct period, if you like I could bundle up another zip file of them and post it on Megaupload if you want to try them out, all together they way in at around 6MB, a little bit over the top for an E-Mail attachment.
Let me know if you want to give them a go.
Jim Hodkinson
By the way did anybody notice the oval ASI in the virtual cockpit, if so here is a little correction, just replace the Vcockpit01 section with the one below :-
[Vcockpit01]
Background_color=0,0,0
size_mm=972,329
visible=1
pixel_size=1280,1280s
texture=$G1_Mat
gauge00=Beech_Baron!OMI Lights, 362,51,9,27
gauge01=DC6KMTG!ALTIMETER, 150,34,65,69
gauge02=DC6KM!GYRO_HORIZON, 221,23,67,75
gauge03=DC6KMTG!AIRSPEED_7, 293,35,64,65
gauge04=DC6KMTG!VERTICAL_SPEED_INDICATOR, 152,108,60,64
gauge05=DC6KM!RMI, 225,108,61,63
gauge06=DC6KM!TURN_INDICATOR, 298,108,61,63
gauge07=DC6KM!ADF, 152,183,45,46
gauge08=DC6KM!VOR1, 206,183,45,46
gauge09=DC6KM!DIR_GYRO, 262,182,45,46
gauge10=DC6KM!VOR2, 319,184,45,45
gauge11=DC6KM!FLAP, 156,252,36,38
gauge12=DC6KM!RPM_1, 393,32,60,63
gauge13=DC6KM!RPM_2, 531,31,59,63
gauge14=DC6KM!BMEP12, 463, 31 ,59,64
gauge15=DC6KM!BOOST_12, 394,99,58,63
gauge16=DC6KM!OIL_PRESS_12, 463,98,58,63
gauge17=DC6KM!MAN2_12, 531,98,59,63
gauge18=DC6KM!FUEL_QUANT_POUNDS_LEFT, 401,175,31,32
gauge19=DC6KM!FUEL_QUANT_POUNDS_RIGHT, 445,175,32,32
gauge20=DC6KM!FF_12, 492,176,44,45
gauge21=DC6KM!FUEL_PRESS_12, 553,182,33,33
gauge22=DC6KMTG!ALTIMETER, 621,31,66,71
gauge23=DC6KM!GYRO_HORIZON, 692,21,69,76
gauge24=DC6KMTG!AIRSPEED_7, 767,35,61,65
gauge25=DC6KMTG!VERTICAL_SPEED_INDICATOR, 620,107,61,63
gauge26=DC6KM!RMI, 694,107,59,64
gauge27=DC6KM!SO_TURN_INDICATOR, 767,107,60,64
gauge28=DC6KM!ADF, 619,182,40,44
gauge29=DC6KM!VOR1, 672,180,45,46
gauge30=DC6KM!DIR_GYRO, 729,181,44,46
gauge31=DC6KM!VOR2, 784,182,44,46
gauge32=DC6KM!FLAP, 733,253,36,39
gauge33=DC6KM!ELEV_TRIM2, 842,117,44,47
gauge34=DC6KM!GEAR_NOSE_DOWN, 218,254,17,17
gauge35=DC6KM!GEAR_LEFT_DOWN, 205,276,17,17
gauge36=DC6KM!GEAR_RIGHT_DOWN, 230,276,17,17
gauge37=DC6KM!GEAR_NOSE_DOWN, 791,255,18,17
gauge38=DC6KM!GEAR_LEFT_DOWN, 778,276,18,17
gauge39=DC6KM!GEAR_RIGHT_DOWN, 804,276,17,17
gauge40=Beech_Baron!OMI Lights, 610,50,9,27
gauge41=DC6KM!ELEV_TRIM2, 92,119,48,49
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Reply #38 -
Jun 27
th
, 2008 at 11:18pm
Brett_Henderson
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Colonel
EVERY OUTER MARKER SHOULD
BE AN NDB
Gender:
Posts: 3593
Hey Jim..
Yes.. that would be grand
The email in my profile can handle 6mb no problem.. or a link will be fine.
I'm really starting to get attached to this beast..
Thanks,
Brett...
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Reply #39 -
Jun 28
th
, 2008 at 5:25am
Jim Hodkinson
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Colonel
Hello!
Manchester U.K
Gender:
Posts: 57
Hi Brett
E-Mail sent (zipped it came down to just over 1MB), the one thing I forgot to mention in the install instructions, is that although the panel close “cross” icon for overhead2 works absolutely perfectly, for some reason the same thing on the other overhead will close the main panel, I’m pretty sure is just a panel ident problem.
I was and am going to fix that, but I got a little sidetracked by sorting out a start up sequence, and my monitor had no room for yet another post-it note to remind me.
Jim Hodkinson
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Reply #40 -
Jun 28
th
, 2008 at 10:32am
Brett_Henderson
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Colonel
EVERY OUTER MARKER SHOULD
BE AN NDB
Gender:
Posts: 3593
Jim Hodkinson wrote
on Jun 28
th
, 2008 at 5:25am:
Hi Brett
E-Mail sent (zipped it came down to just over 1MB), the one thing I forgot to mention in the install instructions, is that although the panel close “cross” icon for overhead2 works absolutely perfectly, for some reason the same thing on the other overhead will close the main panel, I’m pretty sure is just a panel ident problem.
I was and am going to fix that, but I got a little sidetracked by sorting out a start up sequence, and my monitor had no room for yet another post-it note to remind me.
Jim Hodkinson
Got it
... and thanks again !
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Reply #41 -
Jun 28
th
, 2008 at 10:53am
NickN
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Colonel
FSX runs fine... the problem
is you or your system
Posts: 6317
Brett_Henderson wrote
on Jun 27
th
, 2008 at 4:29pm:
OK... I've got it pretty close to what I think would be realistic, for a big, flying boat that's almost under-powered.
I can't fine tune the "beaching gear" contact points, as there's little (if any) suspension travel modeled in.
The float points aren't ideal, but with a deep hull like that, it's tough to get it 100% accurate.
Flight dynamics feel "right".. based mostly on realistic geometry (didn't even have to fudge the flight-tuning)..
Now I just gotta fine-tune the FSX camera definitions.
The existing VC is functional.. but I'm going to hunt down some gauges, switches, etc.. to make it more to my liking. I start every flight cold and dark, and don't like to have to use <ctrl+E>... gotta have all those piloted controlled things, controlled by the pilot..
Once you and Jim get her to a certain point I will take a look at her and if there is anything I can add/tweak in the way of visuals, sounds, etc I will.
So far this is shaping up quite nicely in the cockpit.. looking forward to your additions Brett
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Reply #42 -
Jun 28
th
, 2008 at 6:39pm
NickN
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Colonel
FSX runs fine... the problem
is you or your system
Posts: 6317
Oppsss
I am a bit confused...
I have a popup panel named NO_PANEL is that the overhead you were speaking of Jim? The overhead in the VC is blurry because of the tiny map so I assume that pop-up panel is what you are referring too
I noticed the AP does not work with the mouse in the VC
I am going to look into a few custom FX and lighting for her exterior once you guys have everything located.
Strange because I enabled the ENGINE START effect and even though the engines appear to be located correctly the smoke puff start-up appears too far back, like 25ft too far here. Not sure what’s up with that.
I am still working with the old config and air file you provided Jim. As of yet I have not been able to start the plane even with CTRL-E when in the water so have just been using SLEW to check things out.
I will just wait for you guys to finish so I dont get all mixed up on what file is what... the sound set you provided is pretty cool Jim.. Nice deep pitch props with clanky/pop pistons noise!
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Reply #43 -
Jun 28
th
, 2008 at 7:37pm
Jim Hodkinson
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Colonel
Hello!
Manchester U.K
Gender:
Posts: 57
Hi Nick
The NO_Panel is the Navigators panel (I may change the ident to NAV_PANEL), but the panel identified as OVERHEAD is the one with the problem close icon, the OVERHEAD2 panel does not seem to suffer from this problem, but I’m looking into it, at present I’m doing some xml gauge modifying, as some of the original gauges do seem to have problems in FSX.
For the VC autopilot, you are correct it’s just a bitmap addition as the original author did not leave enough space above the flight instruments to add a working autopilot, the only other way to have a working autopilot in both the 2D and VC would be to reposition the gauge onto the main panel, possibly replacing the lighting switches as these are now located in the overhead, if you want me to try this its not really a problem but you would end up with a blank box on top of the VC panel as it’s part of the model, which without access to the original files can’t be removed.
The engine start procedure is still being worked on by myself hence the xml gauge work, and I believe Brett is also looking into this aspect, as like my self he is also not a fan of CTRL+E, but as for your particular problem of water starts I can’t say that this has ever been a problem at this end, but the aircraft is not very forgiving of prop settings so that may be an issue.
As for the sound set I have no idea where it came from as I have CD’s full of what I thought at the time interesting files, so I can’t even give the original author credit.
Hope it helps
Jim Hodkinson
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Reply #44 -
Jun 28
th
, 2008 at 9:36pm
NickN
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Colonel
FSX runs fine... the problem
is you or your system
Posts: 6317
I will just wait till you guys work all that out and look at it then.
I don’t understand why I can not CTRL-E start. As soon as the aircraft touches the water the engines conk out like they are not positioned high enough to be out of the water. I checked their positions and they appear correct but with the files I currently have the aircraft will not start or maintain engine 'on' in the water at all. And once they shut down the only way to get them started is to allow the aircraft to stop in the water and use slew to lift it out of the water.
I can not CTRL-E in the air either so it appears it has something to do with the startup cycle
Also, I noticed the VC light goes out when the landing lights are turned on.
understood about the AP. I guess if its not possible to put the AP in the VC we should just leave it be
Here is a refined set of LIGHT locations and types. Note that the locations are correct but the file names are the default light files which mine are modified and I will add an entire set of custom light FX and bmp's to this which means the file names will change from below but the type and locations are correct (at least on my monitor)
[LIGHTS]
//Types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit, 5=landing
//6=taxi light, 7=recognition light, 8=wing light, 9=logo light
light.0=1, 4.00, 0.00, 2.82, fx_beaconb
light.1=2, -47.00, 0.00, 17.50, fx_strobe
light.2=2, -50.13, 0.00, 15.98, fx_beacon
light.3=3, 9.25, 57.84, 5.81, fx_navgrem
light.4=2, 9.10, 57.84, 5.81, fx_strobeh
light.5=3, 9.25, -57.90, 5.81, fx_navredm
light.6=2, 9.10, -57.84, 5.81, fx_strobeh
light.7=3, 36.32, 0.00, 6.27, fx_navwhi
light.8=3, 27.99, 0.00, 4.59, fx_navwhi
light.9=3, -39.30, 0.00, -7.84, fx_navwhi
light.10 = 4, 37.0, 0.0, 2.95, fx_vclight
light.11 = 5, 15.20, 17.60, 3.70, fx_landing
light.12 = 5, 15.15, 18.85, 3.70, fx_landing
light.13 = 5, 15.15, -18.95, 3.70, fx_landing
light.14 = 5, 15.20, -17.80, 3.70, fx_landing
light.15 = 5, 13.20, 55.8, 4.0, fx_landing
light.16 = 5, 13.20, 56.3, 4.0, fx_landing
Its probably best I wait for you guys to go through the rest and once we have a working system and I am sure I dont have a folder of mixed up files LOL then take it from there for testing.
In the mean time I will also work on some custom water FX too... a little water drop spray on the windshield when she pushes through the water will be nice..
«
Last Edit: Jun 29
th
, 2008 at 2:57am by NickN
»
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