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View Full Version : DHC-3 Otter VirtualCol - Piston Engine Fixes.



BendyFlyer
June 14th, 2016, 20:04
I really liked this model of the Otter and it had potential but had some serious bugs. I have played around with the piston engine variety (Wasp) and corrected a number of errors in the aircraft.cfg file with respect to the engine and propeller. I am now seeing the correct MP/RPM for this constant speed wasp and it now behaves correctly. No luck with the Turbine variety so far. Oh and don't install the update it rewrites the config files into a wierd way so that the piston gets turbine values and it screws up the indexes. Don't know what it was supposed to do. Just re-install the original oh and there is a set of modified VC textures about which are worth putting in.

I am quite happy now with the model and it goes as I would expect a Otter should. Still hard to slow down on water at min rpm or idle so just kill the engine, then it stops.

Anyway here are the relevant sections of the config file. Cut and paste them into your config for the f,g and s varieties in FSX


[piston_engine]
power_scalar=1.0 //Piston power scalar
cylinder_displacement=149.3 //Cubic inches per cylinder
compression_ratio=6.1 //Compression ratio
number_of_cylinders=9 //Number of cylinders
max_rated_rpm=2250 //3100 //2250 //Max rated RPM
max_rated_hp=600 //Max rated HP
fuel_metering_type=1 //0=Fuel Injected, 1=Gravity Carburetor, 2=Aerobatic Carburetor
cooling_type=0 //0=Cooling type Air, 1=Cooling type Liquid
normalized_starter_torque=0.3 //Starter torque factor
turbocharged=1 //Is it turbocharged? 0=FALSE, 1=TRUE
max_design_mp=38.5 //Max design manifold pressure, (inHg)
min_design_mp=10 //Min design manifold pressure, (inHg)
critical_altitude=8000 //Altitude to which the turbocharger will provide max design manifold pressure (feet)
emergency_boost_type=0 //0=None, 1=Water Injection, 2=Methanol/Water injection, 3=War Emergency Power
emergency_boost_mp_offset=0 //Additional manifold pressure supplied by emergency boost
emergency_boost_gain_offset=0 //Multiplier on manifold pressure due to emergency boost
fuel_air_auto_mixture=0 //Automixture available? 0=FALSE, 1=TRUE
auto_ignition=0 //Auto-Ignition available? 0=FALSE, 1=TRUE
max_rpm_mechanical_efficiency_scalar=1.0 //Scalar on maximum RPM mechanical efficiency
idle_rpm_mechanical_efficiency_scalar=1.0 //Scalar on idle RPM mechanical efficiency
max_rpm_friction_scalar=1.0 //Scalar on maximum RPM friction
idle_rpm_friction_scalar=1.0 //Scalar on idle RPM friction








[propeller]
thrust_scalar=1.0 //Propeller thrust scalar
propeller_type=0 //0=Constant Speed, 1=Fixed Pitch
propeller_diameter=9.08 //11.35 //Propeller Diameter, (feet)
propeller_blades=3 //Number of propeller blades
propeller_moi=59.0 //Propeller moment of inertia
beta_max=35.0 //28.0 //Maximum blade pitch angle for constant speed prop, (degrees)
beta_min=12.0 //Minimum blade pitch angle for constant speed prop, (degrees)
min_gov_rpm=1100 //Miminum governed RPM
prop_tc=0.1 //Prop time-constant
gear_reduction_ratio=1.2 //1.0 //Propeller gear reduction ratio
fixed_pitch_beta=0 //Fixed pitch angle of fixed pitch prop, (degrees)
low_speed_theory_limit=80 //Speed at which low speed theory becomes blended in (feet/second)
prop_sync_available=0 //Prop synchronization available? 0=FALSE, 1=TRUE
prop_deice_available=0 //Prop de-icing available? 0=FALSE, 1=TRUE
prop_feathering_available=0 //Prop feathering available? 0=FALSE, 1=TRUE
prop_auto_feathering_available=0 //Prop auto-feathering available? 0=FALSE, 1=TRUE
min_rpm_for_feather=0 //Minimum RPM for prop feathering
beta_feather=0 //Feathering pitch angle (degrees)
power_absorbed_cf=0 //Coefficient of friction for power absorbed by propeller
defeathering_accumulators_available=0 //Defeathering accumulators available? 0=FALSE, 1=TRUE
prop_reverse_available=0 //Prop reverse available? 0=FALSE, 1=TRUE
minimum_on_ground_beta=0 //Miminum pitch angle on ground, (degrees)
minimum_reverse_beta=0 //Minimum pitch angle in reverse, (degrees)

falcon409
June 14th, 2016, 20:49
I was more interested in the Turbine version than this one. I worked with a guy from the development team last year for about a week testing changes to see if it was possible to get it to function correctly. It finally did (sorta) and he promised that a final version with some "extras" would be forthcoming. . .none of that ever happened. To be honest, I don't think they have a very good grasp on proper FDE's. . .certainly this airplane was a bust. I still have it, but never flew it after the testing phase was completed. . .never was quite right.

BendyFlyer
June 15th, 2016, 00:51
Falcon, I agree re the Turbine variety and your comments re the FDE. The piston engine parameters were all over the shop, prop too big, RPM too high, cyl capacity too low, etc etc. These have all been adjusted and the power output and speeds are now in line with Wasp powered Otter. Goodness I even got so excited about it I tried my hand at a bit of painting and that was ok too (for a complete novice with the paintbrush).

Anyhow I was only interested in the piston engine variety, goes with my interest in aeroplanes of that vintage.

http://i1362.photobucket.com/albums/r684/BendyFlyer/tn_2016-6-15_16-17-11-655_zpsebrwzlu5.jpg (http://s1362.photobucket.com/user/BendyFlyer/media/tn_2016-6-15_16-17-11-655_zpsebrwzlu5.jpg.html)

ChrisJD
June 15th, 2016, 03:59
Hi BendyFlyer. Thanks for taking the trouble to at least sort out the piston version - I think the turbine is a lost cause. I was one of the members last year that falcon mentioned about the problems & I am also waiting for the promised updates!
However, you mentioned VC updates for the otter - could you tell me where I can get these from? Much appreciated - I will be trying out your engine updates later. Regards, ChrisJD

BendyFlyer
June 15th, 2016, 04:22
Hi BendyFlyer. Thanks for taking the trouble to at least sort out the piston version - I think the turbine is a lost cause. I was one of the members last year that falcon mentioned about the problems & I am also waiting for the promised updates!
However, you mentioned VC updates for the otter - could you tell me where I can get these from? Much appreciated - I will be trying out your engine updates later. Regards, ChrisJD

Hi the VC textures were on flightsim.com file was called : vcol_dhc3_vc_texture.zip or do a search for Otter in FSX.

As a matter of interest you can also put authentic Wasp sounds by modifying the Ford Tri-Motor sound package (Available via the Tri-Motor website I think). That sound set contained a cfg and instructions on how to convert the sounds into a single wasp and they sound pretty good. Took a little doing but was worthwhile.

I am pretty happy with the outcome and will be recreating the Qantas PNG flights for my own fun. I thought the VCol original piston engine model was quite good visually although the textures were a little slapdash and well the modelling had/has some bugs but the main ones are sorted now for me, except there is no heading bug but you just get it straight and level and use the AP as a wings leveller hold the altitude. There are some water behaviour issues but they relate to the contact points and that is a world of angst trying to get them sorted and is just an FSX thing with amphibians and flying boats. It is acceptable and just a bit touchy that is all.

Still it will probably be awhile before any one else has a go at the Otter.

falcon409
June 15th, 2016, 06:46
I went back to my communications with Jose from VCol last year when he and I were attempting to get a handle on why the Turbine version was unable to sit on the ramp at idle and not eventually gain speed to the point of taking flight. It has been a year, as it turns out, that we worked on the problem (he adjusting the cfg file info and me testing) which eventually got to a point that it was much better. At that point he promised an update with some "extras" included. That never was released. So I've written to him again to ask what happened to the promised update and why his company has failed to even admit there was a problem (he told me at the time that it had never come up in the beta testing and that I must have something configured incorrectly).

I don't expect that anything will come of this obviously. My guess is that this was shelved and forgotten or simply dumped in the trash, otherwise we would have seen something in all this time. Since I didn't persist they figured they dodged a bullet and that was the end of it so they went merrily on their way to the next project.

ChrisJD
June 15th, 2016, 09:06
Thanks BendyFlyer - got the VC update. Will look for the Tri Motor later. ChrisJD

gaab
June 15th, 2016, 10:03
Thanks for the piston engine fixes. Will try them soon.

I completly second your comment on the virtualcol update. I had to check and fix each fltsim entry !
I took this opportunity to restructure the textures by creating a new directory for the panel only (using the CalClassic model).
It simplified the process of updating the vc textures and save some precious SSD space ;)


Goodness I even got so excited about it I tried my hand at a bit of painting and that was ok too (for a complete novice with the paintbrush).


I like very much your skin. Will you share it ?

Gérard

Portia911
June 15th, 2016, 14:12
Thanks for posting these engine tweaks, BendyFlyer! :ernaehrung004:

Helldiver
June 15th, 2016, 17:12
I really like the Otter BendyFlyer. Could you tell me where I can get it. It's a famous plane that has been overlooked.
Another rugged one is the Noorduyn Norseman.
There was four, painted Olive Drab, at Beverly airport after the war. Selling for $400 each. They stood unsold for almost a year until someone bought the batch.

Portia911
June 15th, 2016, 18:47
You can get it here, Helldiver:
http://www.pcaviator.com/store/product.php?productid=20499&cat=0&page=1
or direct from VirtualCol:
https://www.virtualcol.com/v.php

. . . but you might wait for a sale (Father's Day; 4 July), as VirtualCol often reduce their prices (30-50% off).

BendyFlyer
June 15th, 2016, 21:57
Gerard sure happy to share it will see if I can upload it later today. Its not perfect but it is my first real repaint effort that seems to have worked.

Cheers

Bendy

BendyFlyer
June 15th, 2016, 23:03
Hi all, the Qantas DHC3 Floats skin has been uploaded and is in the FSX Civilian Props section of the library. Now it is an rar file type but I dont use winzip but it should be no problems to unzip and install.

The Qantas DHC3 Wheels is in the FSX Civilian Props Skins directory of the library.

Why the difference in locations, finger trouble sorry@!

BendyFlyer
June 16th, 2016, 04:07
Feel like I doing a rebuild on this bird. Anway here are the reference speeds for the Otter:

V liftoff 52 kts
V 50ft 62kts
Vclimb 65 kts


Vapp 90kts -70kts
Vat 60kts




Vfe 82kts
Va 110kts
Vno 116kts
Vne 159kts


Vstall F zero 65kts
Flaps Climb 58kts
Flaps tkof 52kts
Flaps land 47 kts


Max TKOF and LAND Altitude 6000ft

Cruise 30"MP/2000-2250 RPM*

Basically it comes of at about 55 knots, level then climb at 65 kts cruise 105-115 kts, approach 90 knots coming back to 70 knots for the last 1000 feet, 60 knots across the 300ft mark and coming across the fence 50kts.

A Bit like the Beaver only ever had two speeds, so for the Otter you will not go wrong using climb and approach 65 and cruise 105 and that is about it. You can finesse the rest later.

* The Otter Wasp engine with a Hamilton Standard propeller was what was called a variable pitch prop as opposed to a Constant Speed Unit where RPM was controllable from min to max by varying the blade angle. The Otters propeller acted as a fixed pitch propeller and that is the way it was flown you merely changed the throttle to vary the power and relied on MP settings. The propeller lever served to change the pitch from fine to coarse, which mean in the cruise you could bring the lever back and get a lower RPM about 2000 RPM and for all the other operations the propeller was left to give 2250 RPM. I think it is this combination (variable pitch prop) that is not coded for in FSX and caught out the designers and why the engine performance seemed so out of whack!

Yes and it handles a bit stiff but its got a big fat lifting wing and lifts a big load and it did not have a huge surplus of power to do all this but it had no vices and handles predictably and gently once you get used to it. Have fun!

gaab
June 16th, 2016, 10:03
Hi Bendy,

Thanks you for your repaints.

As you mentionned in your first post that you started from the original (not updated) aircraft.cfg, I though you could be interested to know what modifications were brought to the piston engine and propeller sections.

I am a long time user of WinMerge (diff program) from my past developper life ;) and use it regularly to view what is bringing an update !
So, I re-installed the original package and saved a copy before applying the update.

Here are my findings

- the update allow prop feathering, but, so far, I don't see in the panel were to activate it !!!

- cylinder displacement (115.4 -> 130.7) and compression ratio (6.0 -> 6.8) were increased by the update : you are going a step further for the cylinder (149.3)

- propeller moi, pitch angle and reduction ratio were also updated, but not the propeller diameter.

- in the contact point section, as mentionned in another mod, the damping ration was increased, giving a much stiffer gear.

In the panel, a VOR has been replaced by an HSI and in the VC a set of switch was added (all coming from the turbo cab).
The Vcol_dhc3t_otter.CAB was updated to handle this new set of switches.

The internal models have been modified (to make the VOR/HSI substitution may be ???).

I can post images of the initial/updated piston and propeller sections if you are interested.

Gérard

gaab
June 16th, 2016, 15:09
Bendy,

Thanks to your post, I am flying again with this aircraft.
I had forgotten how fun it was. http://www.sim-outhouse.com/sohforums/images/smilies/smile.png

Gérard

https://s32.postimg.org/68r902vit/2016-6-16_21-31-49-587.jpg


https://s32.postimg.org/kt8buwqhh/2016-6-16_21-38-17-341.jpg

BendyFlyer
June 17th, 2016, 01:52
Gerard correct you will see that I decreased the max RPM tp 2250. The issue was the reduction gearing which was 3.2 in real life and that did not work in the cfg so I played with a number of gearings and found that the 1.2 gearing value now gave correct max RPM . The cylinder capacity 149.3 was corrected to the data given by P&W for the Wasp (My references were the P&W Manual a Type Certificate issued and a supplemental type certificate which provided values for the piston and turbine engined varieties. I also reduced the prop length to 9.8 that fitted to a Wasp Otter and Hamilton Standard Prop.

Anyway glad your enjoying this aeroplane again I certainly am with the single Wasp sound set it gives a nice low RPM rumble which is my recollection of flying these type of aeroplanes in the real world.

gavinc
September 20th, 2016, 08:30
Hi,
sorry to resurrect such an old thread but this way it keeps the fixes together.

If anyone (other than me) still flies the VirtualCol Otter they might find this helpful.

For reasons that I can't quite figure out I fly this plane a lot (despite its flaws), maybe it is because I spend so much time flying around the Pacific NorthWest.

One thing that has always driven me nuts is the behaviour of the amphibian on floats. If you start at a water runway it immediately bounces all over the place and crashes, if you try to land it porpoises and bucks.

Finally got fed up and went and took a look at the contact points. Comparing them to the default Beaver I noticed that the front and back float points were way too close together. Moved the back set closer to the water rudder and the behaviour on the water is much more civilised.

Try replacing your floats contact points with the following

//Floats
point.6=4, 6.119, 5.689, -7.580, 2200, 0, 0.0, 0.0, 0.35, 2.5, 0.30, 0.0, 0.0, 2, 0, 0
point.7=4, 6.119, -5.689, -7.580, 2200, 0, 0.0, 0.0, 0.35, 2.5, 0.30, 0.0, 0.0, 2, 0, 0
point.8=4, -12.875, 5.689, -7.080, 2200, 0, 0.0, 0.0, 0.35, 2.5, 0.20, 0.0, 0.0, 3, 0, 0
point.9=4, -12.875, -5.689, -7.080, 2200, 0, 0.0, 0.0, 0.35, 2.5, 0.20, 0.0, 0.0, 2, 0, 0

and see how she behaves.

thanks
Gavin

BendyFlyer
September 20th, 2016, 16:53
Gavinc, think it is a good thing to keep a thread like this going and the involvement of everyone interested and who use the VirtualCol Otter (Its the only VC and internally modelled one for FSX).

I cannot say I really noticed the on water behaviour issues but confess there were a few things that I did not like. I will revisit with your fixes. Amphibians and Flying Boats are difficult in FSX because of the ESP FSX's data engine, I have spent countless hours with some of JBK's flying boats trying to get them to sit correctly in the simulated water and I have to confess I have no idea how FSX treats them. The critical issue is the model and its datum points as the contact points have to fit the sections in the model, so that it sits in simulation like it was on water whereas in real life displacement, hull shape and hence buoyancy come into play as does water drag. So far FSX does this not to badly but as to how it is done I have no idea.

BendyFlyer
September 20th, 2016, 16:55
GAAB I somehow overlooked your 17th of JUne post or did not read it properly, would you like to post that information. I now have a and AIR file editor to help pick up and correct errrors so will have a look at all that as well. Only point I have is that the Otter (piston engine) variable speed prop was non feathering so there is no feathering control. In real life the pitch was controlled by oil pressure and if oil pressure was lost (Engine stopped or was damaged) they would courtesy of the counterweights go to a fine pitch and stay there. I have flown quite a few older aircraft with this type of propeller and while they gave you a little better cruise performance in real life they were not much better than a good fixed pitch prop.

How did the panel mods work out?

BendyFlyer
September 20th, 2016, 18:01
Update re cfg v air file. Well I have discovered that they did not include piston engine data in the air files for the piston engine versions. The data is there but for turboprop variable pitch props only, so it is a wonder that it works at all. Shows you the power of the cfg as far as FSX is concerned. Not sure if the data in re piston engines can be built back into the air file, perhaps but this is going to take a lot of work, i.e it might be awhile. It also goes part of the way to explaining why the turboprop version is such a mess as well. To be charitable I think somebody forgot what was what for a while and put it out anyway.

gaab
September 21st, 2016, 01:39
GAAB I somehow overlooked your 17th of JUne post or did not read it properly, would you like to post that information.
[/QUOTE]
No problem. In the mean time, I discovered you were aware of the August 2015 update.
Comparison between wheel piston aircraft.cfg (initial / udate of august).

http://s10.postimg.org/4vvg8dtsp/Initial_Release.jpg


http://s10.postimg.org/nzoroq6mx/After_Update.jpg

Hope, it's what you were asking for ?

For checking updates, I recommand to use the OpenSource WinMerge (available on SourceForge). I could not live without !
For example, it helps me a lot to identify commun textures (for some FSX port-over) in order to save space using "texture.cfg" FSX possibility.



How did the panel mods work out?
I just identify that feathering was enabled, but did not modify the panel.

After reading the thread "VirtualCol Problem" were Falcon409 was describing his problems with the turbo version, I discarded it.
I should try it... on some nice airfied of Falcon409 ;)

Gérard

BendyFlyer
September 22nd, 2016, 19:16
Hi,
sorry to resurrect such an old thread but this way it keeps the fixes together.......

....Finally got fed up and went and took a look at the contact points. Comparing them to the default Beaver I noticed that the front and back float points were way too close together. Moved the back set closer to the water rudder and the behaviour on the water is much more civilised.

Try replacing your floats contact points with the following

//Floats
point.6=4, 6.119, 5.689, -7.580, 2200, 0, 0.0, 0.0, 0.35, 2.5, 0.30, 0.0, 0.0, 2, 0, 0
point.7=4, 6.119, -5.689, -7.580, 2200, 0, 0.0, 0.0, 0.35, 2.5, 0.30, 0.0, 0.0, 2, 0, 0
point.8=4, -12.875, 5.689, -7.080, 2200, 0, 0.0, 0.0, 0.35, 2.5, 0.20, 0.0, 0.0, 3, 0, 0
point.9=4, -12.875, -5.689, -7.080, 2200, 0, 0.0, 0.0, 0.35, 2.5, 0.20, 0.0, 0.0, 2, 0, 0

and see how she behaves.

thanks
Gavin

Gavin that fix/change works fine, no porpoising on the water or other incorrect stuff that I can tell. Seems to sit more level. The floats are probably just still a little high out of the water compared to the real thing - here are a couple of pics of the Qantas Otter off Samarai Island in the lat 1950's, and they actually may be a little short in length when I eyeball the model but it depends I guess on the floats that were fitted. The Qantas Otters had there floats done by De Havilland at Bankstown in NSW but I can find no specific data as what float type was actually fitted.:

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=43254&stc=1http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=43255&stc=1

Thanks anyway makes it a little better again.

BendyFlyer
September 22nd, 2016, 19:35
GAAB red the update changes - I would stick with the ones I put in. They are still way out for this engine and I would trust the P&W Manual more the VirtualCol sorry to say. They still don't understand this was not a feathering propeller but a simple variable pitch prop. So there is no feathering. On another level, feathering is not really necessary on a single engine aeroplane(except perhaps a turbine but that relates to the way blade angle is handled when the engine stops in a turbine which is very different to a prop control in a piston engined aircraft).

The drag from a stopped prop in a single engine aeroplane is basically a minor problem if the engine has stopped altogether and yes a slight change in the pitch angle will help the glide, so you would have coarse pitch until you were assured of landing in the emergency field picked then move it to fine pitch, that is all. For a multi-engine aeroplane it is however very important because of the drag factor and rolling moments and the amount of rudder authority you have to control the roll which results. classic example is look at the De havilland Mosquito it had a very very small fin and rudder as a consequence it had a single engine minimum control speed which was about 80-90% higher than its rotate speed, in other words you lost an engine below that speed you had no choice to shut the other down and pick a field to land in as the rudder could not provide enough control to overcome the roll/drag forces. Fin and rudder area is very important in cross wind handling as well, big fin good cross wind control, little fin poor crosswind control. One look at the Otter tells me it would have good crosswind handling capacity the lower dorsal fin is there to help directional control and overcome the resistance of the floats in a turn.

gaab
September 23rd, 2016, 05:13
I contacted VirtualCol concerning the Otter.

I got an answer that they were working on a new update (no date of release).

Let's cross our finger...

Gérard

gavinc
September 23rd, 2016, 05:32
Gavin that fix/change works fine, no porpoising on the water or other incorrect stuff that I can tell. Seems to sit more level. The floats are probably just still a little high out of the water compared to the real thing -

Hi,
try the following float settings, I think they make the Otter sit a little lower

point.6=4, 6.119, 5.689, -6.900, 2200, 0, 0.0, 0.0, 0.35, 2.5, 0.30, 0.0, 0.0, 3, 0, 0
point.7=4, 6.119, -5.689, -6.900, 2200, 0, 0.0, 0.0, 0.35, 2.5, 0.30, 0.0, 0.0, 2, 0, 0
point.8=4, -12.875, 5.689, -6.600, 2200, 0, 0.0, 0.0, 0.35, 2.5, 0.20, 0.0, 0.0, 3, 0, 0
point.9=4, -12.875, -5.689, -6.600, 2200, 0, 0.0, 0.0, 0.35, 2.5, 0.20, 0.0, 0.0, 2, 0, 0
point.10=5, -14.406, 5.689, -6.480, 1600, 0, 0.0, 50.0, 0.0, 0.0, 1.0, 1.0, 0.0, 0, 0, 0
point.11=5, -14.406, -5.689, -6.480, 1600, 0, 0.0, 50.0, 0.0, 0.0, 1.0, 1.5, 0.0, 0, 0, 0

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=43259&stc=1

Gavin

falcon409
September 23rd, 2016, 05:41
Don't hold your breath! Here is an e-mail from a year ago with their development guy Jose. It is in regards to their Turbo version which is all I'm interested in. This was the final e-mail after several weeks of trial and error with various changes he attempted then had me test them.


Hi,

Finally this is the maximum possible configuration without affect flight settings of engine. My friend found the FSX has a little problem with propeller behavior because in fact the FS doesn’t take this part as real life. However, the engine allows now taxi controlling power and speed from throttle as real life. If you put zero engine power the speed will reduce to zero by friction or brakes as normal procedure, and when you start engine, it’s possible now without parking brakes and the plane don’t move.

Please replace the file and let me know how it works for you. Really it’s impossible to do it better. Now, exist other problem for SKI version because the friction is low and for any reason I cannot understand the airplane continue moving, I don’t know if FS assumes all time on snow or sliding surface, but same configuration of engine works different in this version and water too, not on ground for amphibian. Recommendation for other models (Ski and water) move a -3% power to simulate real Propeller feather. For now I send to you only the file for ground taxi.

To the next update I will to do same case as recently shorts pack where the propeller lever has a -15% to reverse in propeller to generate feather and works fine because in this model the propeller was taken well in this part.

I hope over January generate a new version with all this modifications, including other solutions as flashing the beacon light and direction of propeller. If you wish comment this part in forums, thank you very much.

Kind regards,

JOSE J. GONZALEZ
Development & Commercial Chief


Please note that he states in his last line that in January of this year he was hoping to have an update. . .that never happened and unless you stay on their butts yours won't be forthcoming either.

falcon409
September 23rd, 2016, 06:31
The above post was in regards to this:


I contacted VirtualCol concerning the Otter.
I got an answer that they were working on a new update (no date of release).
Let's cross our finger...
Gérard

The "quote" function in SOH doesn't always work.

BendyFlyer
September 24th, 2016, 03:13
Falcon409 and others. I have had a go at the Turbine Otter. To start with the engine data as was i suspected all over the shop. I have made a number of corrections and can now get the aircraft to sit on the ground at idle power/torque without it rolling all over the place.

But first: the engine control lever pedestal is just the piston engine beaver with some new labels but it is not the type of pedestal cluster fitted to real life Turbine Otters which have the same set up as all other turboprops. So yes the first lever is power, the second propeller and the third condition but what is missing are markings to tell you where you are as far as any of these controls are situated. First the power lever on the left, when you press F1 it will come back to what would normally be low torque but not BETA range, so get it to beta range you can press F2 once or twice depends on your system and this will get it back to Beta, or you can use the mouse to get it back to Beta. I attach a pic to show what I mean.

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=43271&stc=1

Now here is the King Air pedestal as a comparison

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=43272&stc=1

Now to get reverse you just press F2 several times or use the mouse to pull the lever all the way to the rear position.

I think the feathering control for the propeller is the same in other words leave it full forward and to bring it to feather pull it all the way back.

What passes for the condition lever as far as I can tell does nothing.

Now for all three levers the cockpit tooltips when the mouse is on them read as if they were a piston engine so they are incorrectly labelled and probably poorly modelled as a result.

Another thing is that the gauges on the panel are incorrect and there should be a torque gauge and a propeller gauge as the primary or top row instruments instead of the N1 and N2 gauages where are only for pure jet setups.

I guess my conclusion is they got some things right but do not understand that a turboprop is a geared turbine and the PT6 is a reverse setup. So they mixed up the turbine RPM with prop RPM and do not really understand that power is not measure in thrust but torque.

Heres the section to change in the cfg file:


[GeneralEngineData]
engine_type=5 //0=Piston, 1=Jet, 2=None, 3=Helo-Turbine, 4=Rocket, 5=Turboprop
Engine.0=0.981, 0.0, 0.220 //(feet) longitudinal, lateral, vertical distance from reference datum
fuel_flow_scalar=1.0 //Scalar for fuel flow efficiency
min_throttle_limit=-0.4; //Minimum percent throttle. Generally negative for turbine reverser

[propeller]//hartzell HC-B3TN-3DY
thrust_scalar=1.0 //Propeller thrust scalar
propeller_type=0 //0=Constant Speed, 1=Fixed Pitch
propeller_diameter=8.5 //11.48 //Propeller Diameter, (feet)
propeller_blades=3 //Number of propeller blades
propeller_moi=19 //Propeller moment of inertia
beta_max=45 //Maximum blade pitch angle for constant speed prop, (degrees)
beta_min=15.6 //Minimum blade pitch angle for constant speed prop, (degrees)
min_gov_rpm=19500 //25520 //Miminum governed RPM
prop_tc=0.001 //0.004 //Prop time-constant
gear_reduction_ratio=18.75 //17.4 //Propeller gear reduction ratio
fixed_pitch_beta=0 //Fixed pitch angle of fixed pitch prop, (degrees)
low_speed_theory_limit=80 //Speed at which low speed theory becomes blended in (feet/second)
prop_sync_available=0 //Prop synchronization available? 0=FALSE, 1=TRUE
prop_deice_available=1 //Prop de-icing available? 0=FALSE, 1=TRUE
prop_feathering_available=1 //Prop feathering available? 0=FALSE, 1=TRUE
prop_auto_feathering_available=1 //Prop auto-feathering available? 0=FALSE, 1=TRUE
min_rpm_for_feather=40 //700 //Minimum RPM for prop feathering
beta_feather=87.0 //Feathering pitch angle (degrees)
power_absorbed_cf=1 //0.9 //Coefficient of friction for power absorbed by propeller
defeathering_accumulators_available=0 //Defeathering accumulators available? 0=FALSE, 1=TRUE
prop_reverse_available=1 //Prop reverse available? 0=FALSE, 1=TRUE
minimum_on_ground_beta=14 //1.0 //Miminum pitch angle on ground, (degrees)
minimum_reverse_beta=-16 //-15.0 //Minimum pitch angle in reverse, (degrees)

[TurbineEngineData]
fuel_flow_gain=0.03 //0.011 //Gain on fuel flow
inlet_area=0.5 //1.0 //Square Feet, engine nacelle inlet area
rated_N2_rpm=37500 //33000 //RPM, second stage compressor rated value
static_thrust=70 //160 //Lbs, max rated static thrust at Sea Level

[turboprop_engine]
power_scalar=1.0 //Scalar on Turboprop power
maximum_torque=2230 //1865





However with the changes to the cfg. file I was able to have sit on the ground without rolling forward using the method describe above and to land and come to a stop with reverse. It was ok but not brilliant anyhow have a play see what you think. This was the wheeled version not the floatplane I am going to have a go at grafting in the torque and rpm gauges from the default FSX King Air and see if that helps or will work. That tomorrows job.

BendyFlyer
September 24th, 2016, 03:47
Well that was not as difficult as I thought, the Default FSX King Air gauges went in ok with some adjustment and seem to be ok:

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=43273&stc=1

To do this just add this section into the panel.cfg of the relevant turbine otter VC01 section:

//--------------------------------------------------------
[Vcockpit01]
Background_color=63,63,63
size_mm=1024,1024
visible=0
pixel_size=1024,1024
texture=$dhc3turbo

gauge00=Bendix_king_radio!Bendix-King Radio Nav-Comm 1, 732,12,280,102
gauge01=Bendix_king_radio!Bendix-King Radio Nav-Comm 2, 732,113,280,102
gauge02=Bendix_king_radio!Bendix-King Radio ADF, 732,214,280,70
gauge03=Bendix_king_radio!Bendix-King Radio AP, 732,434,280,84
gauge04=Bendix_king_radio!Bendix-King Radio Xpndr, 732,283,280,83
gauge05=Bendix_king_radio!Bendix-King Radio Audio, 732,516,280,54
gauge06=Bendix_king_radio!Bendix-King Radio DME, 732,365,280,70
gauge07=fs9gps!gps_500, 187,9,533,396
gauge08=Vcol_dhc3_otter!compass, 16,13,161,156
gauge09=Vcol_dhc3_otter!Icon_atc, 124,182,33,33
gauge10=Vcol_dhc3_otter!Icon_stairs, 19,217,33,33
gauge11=Vcol_dhc3_otter!Icongps, 19,182,33,33
gauge12=Vcol_dhc3_otter!IconRadio, 89,217,33,33
gauge13=Vcol_dhc3_otter!Iconchklist, 54,182,33,33
gauge14=Vcol_dhc3_otter!Map_Icon, 88, 182 ,33,33
gauge15=Vcol_dhc3_otter!Iconthrottle, 53,217,33,33
gauge16=Vcol_dhc3_otter!airspeed, 19,437,150,150
gauge17=Vcol_dhc3_otter!clock, 30,280,127,127
gauge18=Vcol_dhc3_otter!rmi, 185,613,150,150
gauge19=Vcol_dhc3_otter!vsi, 363,615,150,150
gauge20=Vcol_dhc3_otter!turn_bank, 21,615,150,150
gauge21=Vcol_dhc3_otter!Attitude Indicator, 186,440,150,150
gauge22=Vcol_dhc3_otter!fuel, 26,796,150,150
gauge23=Vcol_dhc3_otter!suction, 193,800,150,150
gauge24=Vcol_dhc3_otter!volts_amps, 531,805,150,150
gauge25=Vcol_dhc3_otter!annunciators_fuel_and_oil, 873,795,128,74
gauge26=Vcol_dhc3_otter!electrical_load, 870,885,133,77
gauge27=Vcol_dhc3_otter!altimeter, 347,452,150,150
gauge28=Vcol_dhc3t_otter!OIL1_temppres, 698,807,150,150
//gauge29=Vcol_dhc3t_otter!ITT1, 835,604,152,154
gauge29=KingAir!Itt1, 865, 624, 152,154
gauge30=KingAir!Torque1, 537,617,152, 154
gauge31=KingAir!PropRpm1, 707,623, 152, 154
gauge32=KingAir!FuelFlow1, 361,804, 150, 150
//gauge30=Vcol_dhc3t_otter!NP1, 507,607,152,154
//gauge31=Vcol_dhc3t_otter!NH1, 672,610,152,154
//gauge32=Vcol_dhc3t_otter!Fuelflow1, 361,804,150,150
gauge33=Vcol_dhc3t_otter!Horizontal Situation Indicator, 518,420,195,195

falcon409
September 24th, 2016, 04:26
As far as I can tell, applying the posted changes to the wheeled version, there is little difference. With brakes off it immediately begins to roll and on a 5000' strip it reaches about 60kts with no advance in power beyond idle. Also, using the F1 and F2 keys as noted also shows no effect. No reverse is noted and as far as I can tell, using your picture as a guide, it will not enter beta range. This could be because I see only a slight difference in the position of your power lever (yours appears to even with the letter "E", using the upper edge of the portion that goes into the slot. . . .whereas mine in even with the letter "L".) At any rate using the F2 key or the mouse seems to have no effect it simply bounces back up to it's normal position.

gavinc
September 24th, 2016, 09:35
As far as I can tell, applying the posted changes to the wheeled version, there is little difference. With brakes off it immediately begins to roll and on a 5000' strip it reaches about 60kts with no advance in power beyond idle. Also, using the F1 and F2 keys as noted also shows no effect. No reverse is noted and as far as I can tell, using your picture as a guide, it will not enter beta range. This could be because I see only a slight difference in the position of your power lever (yours appears to even with the letter "E", using the upper edge of the portion that goes into the slot. . . .whereas mine in even with the letter "L".) At any rate using the F2 key or the mouse seems to have no effect it simply bounces back up to it's normal position.

Falcon409, - I just tried the changes on the turbine float plane. You have to hit F2 a couple of times but the changes do seem to help (ie reduce) the runaway effect. You still have to hit full reversers to get the darn thing to stop on landing.

Gavin

falcon409
September 24th, 2016, 10:31
Falcon409, - I just tried the changes on the turbine float plane. You have to hit F2 a couple of times but the changes do seem to help (ie reduce) the runaway effect. You still have to hit full reversers to get the darn thing to stop on landing.
Gavin
Well as I noted, hitting F2 does nothing and no amount of F2 activates the reverser. If it works for you, great. . . .my post above indicates otherwise.