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lazarus
December 15th, 2017, 14:01
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lazarus
December 15th, 2017, 14:10
FSX native S-58 by Niels de Ruyck. Conversion, US skins by Y.T.
Alpha tester. Any contact info for the author? Nothing in the original file-no readme, not a thing :(
The rotor textures could use work- I'm not much of a painter.
Good fun, much better than the (payware)CH-34(a rip of the LSL seabat-hard on frames, impossible to paint, widly inaccurate...)
Known issues- the rotor turns backwards, have to pop that off and get that into FSDS.

Wessex news.
The latest MCX will read the Wessex, and export a good model. The visibility conditions are a bit dodgy, but I'm chipping away at it.
Does any one have a contact for Brian? SimShed is gone, and my crapulator won't even find CBFS- VPN/server issues.
Should have a trial model in a bit, the rest pending running Brian to earth.

And- the board is derpy, today, which is why this post came out in chunks...

Willy
December 15th, 2017, 15:23
Looking forward to the S-58

lazarus
December 15th, 2017, 18:34
Why wait? Bottom of the first post:mixed-smiley-010:

Penzoil3
December 15th, 2017, 18:52
Why wait? Bottom of the first post:mixed-smiley-010:
Which says SH-34X...
Sue

lazarus
December 15th, 2017, 19:34
Sikorsky model S-58, USAF/US.A H-34, USN HSS-1 USMC HUS-1, post 1962 tri-service C/S/U/H-34...but it's all the same hubschraber:dizzy:

-Sound aliased to Mick's H-21. Desperately, a big-piston sound set is needed for helio's...Any idea's?

ian elliot
December 15th, 2017, 22:59
Good to see someone playing with Brian's Wessex, a favorite of mine for year's, i fly it in FSX already, with the usual prop issue's ( although ive seen worse in port-over's ) and occasional daylight through the exhaust stack's :biggrin-new:

I visit CBFS regularly with no problems and thats the best place to ask about Brian, try this addy---
https://cbfsim.co.uk/cbfs_bb

Good luck, cheers ian

PS, The Beverly's a big hit with me :encouragement:

expat
December 16th, 2017, 00:38
Lazarus, you are doing me and others a big favor with these conversions - please keep them coming. Also using to fill essential gaps in P3Dv4 for AI that must have FSX native models to work. Thanks for this one!

jeansy
December 16th, 2017, 01:32
love the wessex and the h-58

thank you for making this effort

jeansy
December 16th, 2017, 01:40
one suggestion, is the rotor animations

I think i have Rob's wessex rotor textures save somewhere, I will try them see if they work and forward them on has rob has given me permission to share his files

a positive it works in p3d v4.1 however it will need some alpha tweaks

http://www.fsfiles.org/flightsimshotsv2/images/2017/12/16/2017-12-16_20-6-0-673.png

IFlySWA
December 16th, 2017, 03:58
Thank you Lazarus! :applause:

Brian

Randy92
December 16th, 2017, 06:08
Thanks for this great conversion Lazarus! (P.s. the word 'Lazarus' in Dutch is slang for being drunk:very_drunk:)
Now if someone has the time to do a Royal Netherlands navy paint I would be even more happy:jump:

Cheers,
Randy

gray eagle
December 16th, 2017, 08:33
For the most part it's nice however, in P3D V3.4 none of the engine controls will respond - IOW I can't get the thing to shut down.
I binned it for now. Thanks anyway... :untroubled:

lazarus
December 16th, 2017, 09:38
Cheers, and thanks. Another really nice little model. A bit off in the engine clamshells, but so much better than the alternatives. Dirk Stuck's was a nice effort, loads of interesting features, though why he hung sling loads from the hoist...:pop4: The model was a bad choice for a start, and the frame rates, unpaintability...too many issues, and FSX needs a HUS.
I'll be going back over the rotor system- it's got a common FS9 rotor glitch, the mains run backwards, but it's not a problem to pop that off and run it through FSDS. Just happy I found the bug that prevented export- a texture with an 'illegal' character, and the latest MCX reads the zero points in the animation strings- another bug eliminated. The gear on this one and the Wessex always 'squashed' into the cabin.
I've never been happy with FSX rotor behaviour, can't get the damned things to spool down into low RPM without riding the collective.
For shut down, ctrl F1, then ride the collective until it drops into low RPM- it's got a flat(no coning angle) disc, then ICO the mixture and ride the collective for some drag, it stops.
For P3D- don't have it- mebe one day when I'm forced to buy a new box. If any one can provide me the material specs for P3D, I can try to set those.

gray eagle
December 16th, 2017, 10:22
For shut down, ctrl F1, then ride the collective until it drops into low RPM- it's got a flat(no coning angle) disc, then ICO the mixture and ride the collective for some drag, it stops.
For P3D- don't have it- mebe one day when I'm forced to buy a new box. If any one can provide me the material specs for P3D, I can try to set those.

Perhaps that is why I couldn't shut er down in P3D - I tried the CTRL + F1 and no response. Can't shut off the fuel control switch either. Oh well, It fly's nice anyway.

lazarus
December 16th, 2017, 12:41
No idea about P3D. I guess you could haul it over to the P3D forum, see if a solution can be found. Sorry. Don't have access to that sim, the SDK, no knowledge, no ideas's.

alain0568
December 17th, 2017, 04:31
Hello Lazarus,

-Excellent conversion for FSX! Thank you!
I hope a texture of a HSS-1 of the French Navy (31F)
Maybe a conversion of the Alphasim WG 13 Lynx would be much appreciated!
have a good day!


Alain
-

Brian_Gladden
December 17th, 2017, 05:01
Sweet. Been flying Helo's more than anything lately. Really missing the Wessex.

If I may make a few suggestions for future projects...

Piglet's Hiller

The Alpha Lynxes

Giovanni Quai's HH-3 Pelican

Mike Stone's K-Max (Should be able to figure out some kind of single seat VC for it. Maybe the Alpha freeware Cobra?)

Alpha's MD-500


Just a thought...

thefrog
December 17th, 2017, 05:03
Perhaps that is why I couldn't shut er down in P3D - I tried the CTRL + F1 and no response. Can't shut off the fuel control switch either. Oh well, It fly's nice anyway.
This always works for me with helicopters in P3D: Ctrl+Shift+F1, then full collective (equivalent of the throttle lever in a fixed wing). Shuts down in a few seconds.

PhantomTweak
December 17th, 2017, 11:39
Ctrl+Shift+F1,..
That is the "mixture" shut off command. Same-same for jets. It cut's the fuel flow to the engine. Just make sure you turn it back on (ctrl+shft+F4) before you save. It can be incredibly frustrating to go to start, and not be able to because the fuel is shut off.


then full collective (equivalent of the throttle lever in a fixed wing).
That raises the rotor blades' pitch, causing a lot of aerodynamic drag, causing the rotor to slow more rapidly, if that makes sense.
Once it get's down to around 30% of normal RPM, you can start applying to rotor brake to stop it completely. Not all helicopters have it modeled in the VC or overhead panel, but the key-combo for it is SHFT+B, iirc. Worth a try. Be careful though. If you apply it too soon, with too high a rotor RPM, it can tip the chopper over with the torque. Darn embarassing!
If you know where to, you can add the rotor brake into the aircraft.cfg. Not all helicopters have rotor brakes, though, so if it's not there, there may be a very valid reason :D

Have fun!
Pat☺

Jafo
December 17th, 2017, 15:01
Thank you Lazarus! :applause:

Brian
Plus one ....;)

[for each and every new native redo you do]

dharry
December 18th, 2017, 12:03
Good to see someone playing with Brian's Wessex, a favorite of mine for year's, i fly it in FSX already, with the usual prop issue's ( although ive seen worse in port-over's ) and occasional daylight through the exhaust stack's :biggrin-new:

I visit CBFS regularly with no problems and thats the best place to ask about Brian, try this addy---
https://cbfsim.co.uk/cbfs_bb

Good luck, cheers ian

PS, The Beverly's a big hit with me :encouragement:

Hi Ian,

I do have Brian's Wessex archived somewhere. Seem to remember i used it with Antii and Dirk's autopilot gauge in FS9. What do I need to do to it for FSX and hopefully P3D compatibilty?

Keith

lazarus
December 18th, 2017, 16:41
Welp, so far, these conversions seem to run acceptably in P3D, up to V.4. Pete at simviation runs them through P3D, so far, haven't fallen into any compatibility issues. I guess it'll be a case of 'suck it and see'. I saw some alpha channel things in that screen cap Jeansy posted, a quick jab of a few DXTBMP buttons should fix that. Initially, the fuselage map had a mirrored alpha, an easy fix. I suppose that if it's got FSX gauges, it should work.

ian elliot
December 18th, 2017, 22:13
Hi Ian,

I do have Brian's Wessex archived somewhere. Seem to remember i used it with Antii and Dirk's autopilot gauge in FS9. What do I need to do to it for FSX and hopefully P3D compatibilty?

Keith

It pretty much work's out off the box, i try a few Glass and rotor texture's, think i settle'd on the Alpha/Virtavia freeware S55 for the rotor, i also change'd the texture's over to DDS format, think i got a marginal frame rate in-cress but you could probably use it as-is.
Some of the RN models, you can see daylight through the exhaust stacks which make flying it a bit odd. Try it and see if you like it.
cheers ian

PhantomTweak
December 18th, 2017, 22:35
Seem to remember i used it with Antii and Dirk's autopilot gauge in FS9. What do I need to do to it for FSX and hopefully P3D compatibilty?
I have that autopilot installed in any number of choppers, and it works just as well in FSX:SE as it did in FS9. Just make sure you install the latest version, and follow the instructions precisely. There is a really nice instructional PDF, and videos available, too.
Once you get the basics down Pat, so to speak, it's not difficult. Best thing is that you can customize the settings for each aircraft. The settings will obviously be different for a B206 and a UH60.
There's an update out there someplace that adds a vertical and horizontal movement to the system, for when it's in the hover. A couple of dials down below the main unit. You can dial in the motion you want very exactly. Great for picking up Hoist loads. You may need a hoist/sling camera view to be able to see the cable when it's extended, however.

Does this help any? I think I can dig up the zipfile name for you if you need. I think...
Pat☺

expat
December 19th, 2017, 01:53
Laz, I am having mostly good success running your conversions to FSX native models in P3Dv4. What will preclude that is where the files include 32 bit dll's or gauges ending with ".gau" I encountered this - only once so far - with your conversion of Wolfi's SB2C. No worries though as want this for AI in my P3D Solomons set up and I won't need the panel files. Again, keep those MDX conversions coming. Won't ask if you take requests (think I just did though, lol!).

lazarus
December 19th, 2017, 08:39
Panels...those are easy to fix up, so I don't worry about 'em much.
The poor old Wessex...:dejection: at this point, and probably for the foreseeable future, is looking like a non-starter. Many of the folding rotor head bits are on the same hierarchy node as cockpit seats and other interior bits, with no way to break those out. It's not impossible, it would simply require a rather involved rebuild- a new rotor head, pitch links, seats, cockpit frames and overhead consoles. Haven't binned it, but...it's right at the point where it's almost easier to start from scratch. Never say never, though it's going to take more ambition than's available in the bunker at this point, damn me.

Essex
December 20th, 2017, 16:22
Many of the folding rotor head bits are on the same hierarchy node as cockpit seats and other interior bits, with no way to break those out.

The problem here is that inanimate parts of the same material are merged together when exported to a FSX mdl. This wasn't as easy to resolve as I had anticipated!
As ever easy in theory.
1. Delete all of the materials except the one you want, in this case also the other 'sideb' material.
2. In the hierarchy editor delete the remaining animated parts. Don't worry about empty nodes, they will be lost.
3. Save as a .X file in case you make any mistakes.
4. Now delete the unwanted rotor head parts.
5. Export as a FSX mdl for merging back later.

Please note, this is only possible with some fs9 mdls, but hopefully useful anyway.

lazarus
December 20th, 2017, 23:13
Yeah, used that method a few times to sort things out. Not sure if the Cab's will yield to that, there's a lot of stuff on that node, and the folding rotor head must have the rotor still visibility condition- that node has cockpit and consoles, tail fold bulkheads, a lot of stuff...but! Some good news. The RAF Wessex's are a straight-ahead job- no blade fold.
This is good, and I'm trying to get in touch with Mr. Franklin. Some Wessex's are better than no Wessex's!
From a start with the RAF machines, it is then quite doable to butch out a new folding rotor head, isolate the folding blades- they're on a unique node! merge those and the new folding head into the RAF machine interior node, and (probably) combine with the RN Cab's hulls. That's the mid-range plan. It looks doable, but the RAF machines would be enormously welcome, and would sub in for the Cab's quite nicely. I be monkeying with that over the-ahem-'early winter, politically incorrect, offensive to leftists and genocidal religionists of the eurabian union's new state religion December non-celebratory non-holiday period formerly known as XXXXXXmas'...:rolleyes:

Cees Donker
September 10th, 2018, 00:50
Thanks for this great conversion Lazarus! (P.s. the word 'Lazarus' in Dutch is slang for being drunk:very_drunk:)
Now if someone has the time to do a Royal Netherlands navy paint I would be even more happy:jump:

Cheers,
Randy

Well, if there is a Paintkit I'm willing to do it.
I already did a quick and dirty repaint of the Alphasim S-55.






:very_drunk:

Cees

Cees Donker
September 10th, 2018, 01:12
This one....

Hooky722
November 11th, 2018, 14:35
Any Further Progress on this model? I've been Busy is all...

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=64674&stc=1http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=64675&stc=1http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=64676&stc=1
(The Numbers have been corrected on nose of '63)
any news would be appreciated

Kind Regards,

Hooky

Cees Donker
November 12th, 2018, 08:09
Hooky,

Do you have a paintkit for this model? Or can you point me in the direction where to download this kit?

Cees

Hooky722
November 12th, 2018, 09:04
Hooky,

Do you have a paintkit for this model? Or can you point me in the direction where to download this kit?

Cees

I'm Afraid not Cees, at least I don't know of one. These were made using the Original textures underneath as a basis and working from there. Its an awkward way of working (with lots of trial, error and swearing involved) but I'm reasonably pleased with the results, I used the same Technique for the paints I made for the FS9 version years ago. I'm sorry I can't be of more help.

Hooky

lazarus
November 12th, 2018, 09:34
Lookin' good, Hooky. Never seen a paint kit, though. I'm a MS Paint sort of graphics hack.
Haven't been doing much hobby stuff this year; had to turn the flame thrower on the marxist infestation eating our civilization - a large chore! Fortunately, it is also a lucrative task; the market for conservative-libertarian scribbling has exploded as the leftoids lost the initiative and the soyboys/mooks/trigglypuffs made themselves such easy ( large, slow, dumb ) targets. Good times, and street fightin', too. :pirate:
All the projects are stashed on BU drives. can't say when I'll feel the urge for passive recreating. Some day, once these pussy-hatted dorks have been chipped down to size.

Hooky722
November 12th, 2018, 10:00
Fair enough Lazarus hope you have a chance to get back to it soon. I'll keep these handy until then.