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Milton Shupe
February 9th, 2018, 06:04
Just uploaded this FSX Native radial version requesting some help in testing in P3D and FSX all versions.

Please be thorough and report any issues right here.

This is a complete package although the liveries will change somewhat.

I appreciate your detailed feedback, your time invested, and hope we can bring you another fun hand flyer.

Thanks in advance.

http://www.sim-outhouse.com/sohforums/showthread.php/109339-FSX-Native-Grumman-G-73-Mallard-v1-0-Beta

ToniJH
February 9th, 2018, 06:20
Thank you Milton, i will dload and test this package in P3d v4.1 and will give you a feedback :)

speedy70
February 9th, 2018, 06:27
Thank you Milton and crew.

Cheers Chris

jamminjames
February 9th, 2018, 07:13
Thanks Milton! Will give her some flying time later today....

heywooood
February 9th, 2018, 10:45
FSX-A Win7 64 I7 CPU @4ghz Nvidia 1050Ti

Installed per the readme file - looks good - engine start up was good - the starter switch seems to prefer left engine animation but I got both to ignite with it..
I set it up at the Orbx CAG8 freeware SPB and just looking (walk) around I found no issues. Take off was ok - seemed to be firmly attached to the water and needed a lot of elevator to break free but I forgot to adjust the payload and fuel so
that is probably on me.
In the air it seemed to do what it was supposed to do..I ran around 1500 RPM with a coarse prop and middle lean at 5000' ASL and it sounded healthy at 140 kts indicated airspeed.
Flaps worked fine with a lot of drag which seems right for the size of those boards.

Quick test - one hop - much more to look at but it seems like the switches all did what they are labeled for. Have not looked at the AP or the landing gear yet - just water to water so far.
It's a real pretty flying boat.
https://i.imgur.com/RnImXbg.png

https://i.imgur.com/RNlPA65.png?1

https://i.imgur.com/flUZ7xn.png

https://i.imgur.com/iuPhREp.png?1

MrZippy
February 9th, 2018, 11:17
Looks like heywooood stole the aircraft I just got done flying. All seemed perfectly fine on the test hop from Sacramento Executive Airport flying towards Lake Tahoe. I landed on a smaller lake about 15 miles from Tahoe. Landing was smooth and the aircraft reacted superbly to the water rudder. Takeoff was smooth as butter heading back west and requested an IFR to Hayward Executive in the Bay Area. A/P functioned nicely, as well as all switches and accessories.

Winner, winner...chicken dinner!:applause:

Milton Shupe
February 9th, 2018, 11:38
Thanks for those initial reports. I appreciate details. :-)

EDIT: BTW, Land takeoffs requires no flaps and around 4 degrees nose up trim.

I thought water takeoffs required flaps but I cannot find that now in the docs. Testing water take offs, I see no difference in rotation and liftoff speeds but you get there more quickly without flaps. Use 6 degrees nose up trim.

Also for takeoff, the manual states to close the cowl flaps for the take off run unless engine heat requires some minimal use. You can open when climbing out.

gray eagle
February 9th, 2018, 12:05
Again, as in the Turbine Mallard, the white water blobs appear shortly after becoming airborne, (P3D V3.4)
Don't understand why that happens but I guess it is what it is. One remedy (for me) is to remove the effect and the issue is sorted.

https://s9.postimg.org/rzwoig27j/Capture.jpg

Milton Shupe
February 9th, 2018, 12:21
Again, as in the Turbine Mallard, the white water blobs appear shortly after becoming airborne, (P3D V3.4)
Don't understand why that happens but I guess it is what it is. One remedy (for me) is to remove the effect and the issue is sorted.



In FSX, what you see is a believable water spray / mist coming off the transom after a water take off.

P3Dv2.3+ handles effects differently and that is why you see the larger blobs.

I do not have P3D, and have no one that tests in your world that can do effects.

I released this for FSX with P3D compatibility. It is one package.

I will provide instruction to remove the effect from the package for P3Dv2+ users.

Thanks for the reminder.

heywooood
February 9th, 2018, 12:39
In FSX the trailing water spray just after liftoff is nice and appears and disappears nominally. However - during taxi and takeoff, there is to my eye excessive ‘clods’(?) of spray appearing in front of the windscreen. These are the white balls of spray similar to the ‘dirt clods’ that FSX also produces for the wheeled aircraft in contact with the ground on dirt strips or off the apron. I can omit that effect personally too - just noting that it doesnt normally occur in front of the airplane or in the front window - as it were.

heywooood
February 9th, 2018, 12:46
Did I mention that I love this airplane? Lol - it is very fine in every way. Thank you Milton

Milton Shupe
February 9th, 2018, 13:41
That would be the effect I use to "enhance" (LOL) the lack of a decent wake effect. Oh well.
Shame it just does not seem possible to do a reasonable wake effect. At least in my 16 years of modeling, I have not seen a realistic one.

I'll remove that too.

MrZippy
February 9th, 2018, 14:05
That would be the effect I use to "enhance" (LOL) the lack of a decent wake effect. Oh well.
Shame it just does not seem possible to do a reasonable wake effect. At least in my 16 years of modeling, I have not seen a realistic one.

I'll remove that too.

I'm just about to do a test with some other freeware water and wake effects. Will post some screens if it looks better.

heywooood
February 9th, 2018, 14:09
here are a couple of images showing the trailing water runoff or run out as it appears in FSX-A

https://i.imgur.com/P7VX2C2.png?1

https://i.imgur.com/v2JDKct.png?1
the second is a bit obscured by reflected sunlight but still the effect is very good to my eye..

here is the front desk..

https://i.imgur.com/JFWVT38.png

and a flyby - beauty
https://i.imgur.com/KrvsAxO.png

I could not get a screenshot of the water clods from the cockpit - even though I know they were on the screen when I took the captures - lol
but I guess you know what I meant anyway. Please do not delete them unless it is a consensus though - some may like it and I can always make the changes here locally

heywooood
February 9th, 2018, 14:13
my one wish as it pertains to the water effect is that one day we can see water streaming from the wings and tail when flying through rain squalls - in addition to decent rain effects on the windscreen of course - you know - just the full real experience is all I want -lol

heywooood
February 9th, 2018, 14:16
That would be the effect I use to "enhance" (LOL) the lack of a decent wake effect. Oh well.
Shame it just does not seem possible to do a reasonable wake effect. At least in my 16 years of modeling, I have not seen a realistic one.

I'll remove that too.

FWIW Milton - you are the only one who has even addressed the water effect as it pertains to flying out of a lake. All my other floaters just pop out of the sea bone dry - not to cast aspersions on them but only to give you credit where due.

heywooood
February 9th, 2018, 14:18
I'm just about to do a test with some other freeware water and wake effects. Will post some screens if it looks better.

please let us know how that proceeds - and thank you

MrZippy
February 9th, 2018, 14:38
I am testing the water and wake effects from the OZ_HD_GOOSE_Redux. From my initial test it seems to produce way less water balls, globules, etc. What do you think?

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=57872&stc=1

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=57874&stc=1


http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=57873&stc=1

Milton Shupe
February 9th, 2018, 15:44
FWIW Milton - you are the only one who has even addressed the water effect as it pertains to flying out of a lake. All my other floaters just pop out of the sea bone dry - not to cast aspersions on them but only to give you credit where due.

The effects are done by Spokes2112 and they are on the LDR Mallard, as well as all my Mallard releases in FS9 and FSX port overs, and FSX native releases.

heywooood
February 9th, 2018, 17:04
Correction noted - thank you

heywooood
February 9th, 2018, 18:23
I am testing the water and wake effects from the OZ_HD_GOOSE_Redux. From my initial test it seems to produce way less water balls, globules, etc. What do you think?

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=57872&stc=1

a bit more to my liking - and easier on the ol'FPS

ToniJH
February 9th, 2018, 21:56
Everything works well in my Prepar3d V4.1:

https://c1.staticflickr.com/5/4667/40180240151_9d21675464_h.jpg

OzWookiee
February 10th, 2018, 03:10
What will be the differences (if any) between this and the LDR Mallard?

(Thank you by the way, she's one of my fav's)

Milton Shupe
February 10th, 2018, 05:42
What will be the differences (if any) between this and the LDR Mallard?

(Thank you by the way, she's one of my fav's)

There are many:

LDR: Has very nice 3D cockpit panel, radios and gauges, really nice cockpit lighting, different flight model, different exterior texture mapping and liveries, more detailed main gear modeling, functional hull leaks and bilge pumps, exterior features when cold and dark. They may be more but doing this from memory. Very nice rendition and well done by LDR.

Alky
February 10th, 2018, 07:56
Hoping to not show my ignorance on the subject, but what is an LDR Mallard?
Thanks. :)

MrZippy
February 10th, 2018, 08:05
LDR FSX Grumman Mallard.zip (http://www.sim-outhouse.com/sohforums/local_links.php?action=jump&catid=34&id=20664)


http://www.sim-outhouse.com/soh_ftp/thumbs/1/5/4/3/32571450996343.jpg



(http://www.sim-outhouse.com/sohforums/local_resize.php?linkid=20664&shadowbox=1&size=0)


This is the LDR conversion to FSX of Milton Shupe's Grumman Mallard. Please make sure that you read the enclosed 'Read Me' file and the PDF operating manual in order to make best use of the features.

This was done by the LDR Team led by Larry Green

Milton Shupe
February 10th, 2018, 08:18
Hoping to not show my ignorance on the subject, but what is an LDR Mallard?
Thanks. :)

Alky,

Back when I modeled the Mallard radial version, LDR volunteered to create an FSX native version with updates to the VC for 3D gauges.

So, I sent them the package, and they proceeded to create a beautiful FSX native version as promised.
They also added/improved on other things as I mentioned above.
It a great package and I recommend that you try it.

You can get it here:


http://www.sim-outhouse.com/sohforums/showthread.php/97948-LDR-FSX-Grumman-Mallard

SSI01
February 10th, 2018, 08:57
Again, as in the Turbine Mallard, the white water blobs appear shortly after becoming airborne, (P3D V3.4)
Don't understand why that happens but I guess it is what it is. One remedy (for me) is to remove the effect and the issue is sorted.

https://s9.postimg.org/rzwoig27j/Capture.jpg

Took an IFR hop from Brampton, ON to Saginaw, MI yesterday evening, land-to-land, no water ops. I didn't need any flaps on TO, the bird came off the ground at about 2100 RPM and 34 inches of mercury, climbed out at between 300-400 FPM nicely with no strain. About 22 degrees of cowl flaps on TO to keep CHT under control, didn't go hot just warm but why take the chance? 14 degrees cowl flaps, 2000 RPM, 30 inches mercury for cruise. Those water blobs in this photo remind me of the rain-on-the-windscreen effect in the VC. Don't know if they're related. I encountered intermittent rain and lots of low cloud over Lake St Clair, and the rain effect on the windscreen came to mind. I'm running FSX Gold Edition

SSI01
February 10th, 2018, 09:04
Should have mentioned all gauges worked as they should, utterly no problems with the cockpit. Exterior textures very nice indeed. Landing gear animation left nothing to be desired. All lights, exterior and interior, worked fine. For fun I transferred over a texture from a previous release of this aircraft, folder name "Grumman MallardMS," and this worked fine with a couple of adjustments (i.e., texture .cfg change).

Looks like a winner, Milton - just like the B-26.

BTW texture file "texture.N142PA" was in the package. No config entry. I looked at the thumbnail, it's a turboprop.

blanston12
February 10th, 2018, 09:16
I just gave this beauty a try in P3D v4.1 and I like it a lot, there is very little I can find fault with.
I have had the LDR mallard in my hanger for a while and liked it, its going to be very hard to decide which to keep in the hanger.

The only thing I did not like with this package is the way it was packaged, maybe I am just weird but exe installers for freeware always make me very nervous and I end up taking them to a separate computer, unpacking and re-zipping them before moving them back to my flying computer. I do this because when dealing with exe files of unknown origin you never really know what they will do. In this case all it does is extract the files to a temporary fold where you have to move them yourself into your simulator, so why not just have them unpacked in the zip file to begin with?

Milton Shupe
February 10th, 2018, 09:26
Should have mentioned all gauges worked as they should, utterly no problems with the cockpit. Exterior textures very nice indeed. Landing gear animation left nothing to be desired. All lights, exterior and interior, worked fine. For fun I transferred over a texture from a previous release of this aircraft, folder name "Grumman MallardMS," and this worked fine with a couple of adjustments (i.e., texture .cfg change).

Looks like a winner, Milton - just like the B-26.

BTW texture file "texture.N142PA" was in the package. No config entry. I looked at the thumbnail, it's a turboprop.

Thanks for the report SSI; and for the heads-up on that texture folder. LOL Ooooops!!

blanston12
February 10th, 2018, 09:28
One thing in p3d is it uses the titles as the names that show up as the identifier in the aircraft selector. While they are already pretty good I did change it so instead of

title=Mallard Chalks

I changed it to

title=Grumman G-73 Mallard Chalks

Another really really small point is the two of the aircraft definitions (fltsim.3 and fltsim.4) were missing the

ui_createdby="Milton Shupe and Team"

So they show up as created by unknown in the aircraft selector.

Milton Shupe
February 10th, 2018, 09:36
I just gave this beauty a try in P3D v4.1 and I like it a lot, there is very little I can find fault with.
I have had the LDR mallard in my hanger for a while and liked it, its going to be very hard to decide which to keep in the hanger.

The only thing I did not like with this package is the way it was packaged, maybe I am just weird but exe installers for freeware always make me very nervous and I end up taking them to a separate computer, unpacking and re-zipping them before moving them back to my flying computer. I do this because when dealing with exe files of unknown origin you never really know what they will do. In this case all it does is extract the files to a temporary fold where you have to move them yourself into your simulator, so why not just have them unpacked in the zip file to begin with?

I documented exactly what the installer does and does not do in the installation readme available once the package is unzipped. You can choose to use it or not from there.

"NOTE: The Installer is manual; it is simply used because it has better compression than Zip.
It does not update the registry; it does not install an "uninstall" program.
Just point it to a TEMP folder to decompress, then install manually."

The reason I use it sometimes is because the compression is 50% better than Zip. That's important for large package sizes for many people, and it saves a ton of bandwidth for the hosting websites. Zip compression gave me a 232MB package versus 141MB using the ClickTeam installer.
I sometimes do not use it for smaller packages to ease people's minds.

Always scan before installing. Nothing wrong with playing it safe.

Milton Shupe
February 10th, 2018, 09:37
One thing in p3d is it uses the titles as the names that show up as the identifier in the aircraft selector. While they are already pretty good I did change it so instead of

title=Mallard Chalks

I changed it to

title=Grumman G-73 Mallard Chalks

Another really really small point is the two of the aircraft definitions (fltsim.3 and fltsim.4) were missing the

ui_createdby="Milton Shupe and Team"

So they show up as created by unknown in the aircraft selector.

Thanks; will look at that.

Alky
February 10th, 2018, 10:06
One issue I've noticed is that even though the aircraft.cfg has a number of views listed, when I hit "A" from the cockpit, all I get is an empty forward view or the VC. (I removed the 2D panel.)
Is there something I need to do to activate the alternate views?

EDIT BTW: Thanks for the reply regarding the LDR Mallard. I shall have a look at it. :)

Milton Shupe
February 10th, 2018, 10:32
One issue I've noticed is that even though the aircraft.cfg has a number of views listed, when I hit "A" from the cockpit, all I get is an empty forward view or the VC. (I removed the 2D panel.)
Is there something I need to do to activate the alternate views?

EDIT BTW: Thanks for the reply regarding the LDR Mallard. I shall have a look at it. :)

There are no camera views for this aircraft in the cfg.

However, all the default views work fine.

Select a normal view using "S" then hit the "A" key to cycle thru the sub-views for that selection.
Each standard "S" view has alternate "A" views.

Alky
February 10th, 2018, 11:18
There are no camera views for this aircraft in the cfg.

Sorry, must have been a senior moment.
This is what I have, but it doesn't work. Does it have to do with the 2D panel, which I removed?

//--------------------------------------------------------
[VIEWS]
VIEW_FORWARD_WINDOWS=0,RADIO_STACK_PANEL,GPS_PANEL ,220,240,120,80,90


VIEW_FORWARD_ZOOM=0.750
VIEW_FORWARD_DIR=8.000, 0.000, 0.000


VIEW_FORWARD_RIGHT_WINDOWS=30
VIEW_FORWARD_RIGHT_ZOOM=0.800
VIEW_FORWARD_RIGHT_DIR=0.000, 0.000, 45.000


VIEW_RIGHT_WINDOWS=31
VIEW_RIGHT_ZOOM=0.750
VIEW_RIGHT_EYE=0.000, -0.100, 0.000
VIEW_RIGHT_DIR=0.000, 0.000, 90.000


VIEW_REAR_RIGHT_WINDOWS=32
VIEW_REAR_RIGHT_ZOOM=0.750
VIEW_REAR_RIGHT_EYE=0.000, -0.200, -0.800
VIEW_REAR_RIGHT_DIR=0.000, 0.000, 145.000


VIEW_REAR_WINDOWS=33
VIEW_REAR_ZOOM=0.750
VIEW_REAR_EYE=0.300, 0.000, 0.000
VIEW_REAR_DIR=0.000, 0.000, 180.000


VIEW_REAR_LEFT_WINDOWS=34
VIEW_REAR_LEFT_ZOOM=0.750
VIEW_REAR_LEFT_EYE=0.500, -0.200, 0.000
VIEW_REAR_LEFT_DIR=0.000, 0.000, 210.000


VIEW_LEFT_WINDOWS=35
VIEW_LEFT_ZOOM=0.750
VIEW_LEFT_EYE=0.000, -0.100, 0.000
VIEW_LEFT_DIR=0.000, 0.000, 270.000


VIEW_FORWARD_LEFT_WINDOWS=36
VIEW_FORWARD_LEFT_ZOOM=0.750
VIEW_FORWARD_LEFT_DIR=0.000, 0.000, 315.000


VIEW_UP_WINDOWS=37
VIEW_UP_DIR=-30.000, 0.000, 0.000

SSI01
February 10th, 2018, 11:28
Thanks for the report SSI; and for the heads-up on that texture folder. LOL Ooooops!!

Happy to oblige.

Is that extra texture a little hint of an upcoming transfer release?

Milton Shupe
February 10th, 2018, 12:05
Happy to oblige.

Is that extra texture a little hint of an upcoming transfer release?

The Mallard Turboprop was already released, and with that texture.

EDIT: You can find it here:

http://www.sim-outhouse.com/sohforums/showthread.php?t=108740

Milton Shupe
February 10th, 2018, 12:08
Sorry, must have been a senior moment.
This is what I have, but it doesn't work. Does it have to do with the 2D panel, which I removed?

//--------------------------------------------------------
[VIEWS]
VIEW_FORWARD_WINDOWS=0,RADIO_STACK_PANEL,GPS_PANEL ,220,240,120,80,90


VIEW_FORWARD_ZOOM=0.750
VIEW_FORWARD_DIR=8.000, 0.000, 0.000


VIEW_FORWARD_RIGHT_WINDOWS=30
VIEW_FORWARD_RIGHT_ZOOM=0.800
VIEW_FORWARD_RIGHT_DIR=0.000, 0.000, 45.000


VIEW_RIGHT_WINDOWS=31
VIEW_RIGHT_ZOOM=0.750
VIEW_RIGHT_EYE=0.000, -0.100, 0.000
VIEW_RIGHT_DIR=0.000, 0.000, 90.000


VIEW_REAR_RIGHT_WINDOWS=32
VIEW_REAR_RIGHT_ZOOM=0.750
VIEW_REAR_RIGHT_EYE=0.000, -0.200, -0.800
VIEW_REAR_RIGHT_DIR=0.000, 0.000, 145.000


VIEW_REAR_WINDOWS=33
VIEW_REAR_ZOOM=0.750
VIEW_REAR_EYE=0.300, 0.000, 0.000
VIEW_REAR_DIR=0.000, 0.000, 180.000


VIEW_REAR_LEFT_WINDOWS=34
VIEW_REAR_LEFT_ZOOM=0.750
VIEW_REAR_LEFT_EYE=0.500, -0.200, 0.000
VIEW_REAR_LEFT_DIR=0.000, 0.000, 210.000


VIEW_LEFT_WINDOWS=35
VIEW_LEFT_ZOOM=0.750
VIEW_LEFT_EYE=0.000, -0.100, 0.000
VIEW_LEFT_DIR=0.000, 0.000, 270.000


VIEW_FORWARD_LEFT_WINDOWS=36
VIEW_FORWARD_LEFT_ZOOM=0.750
VIEW_FORWARD_LEFT_DIR=0.000, 0.000, 315.000


VIEW_UP_WINDOWS=37
VIEW_UP_DIR=-30.000, 0.000, 0.000

These views are for the 2D panel alternate view. If you are in the 2D panel alternate view (even those you deleted the panel), and use the keypad or joystick hat, these views would be active showing the VC in those views.

In the vc, its all about panning.

Alky
February 10th, 2018, 12:18
In the vc, its all about panning.

Yes I get that, I was confused with seeing the view entries and not being able to use the A key to look at the different camera views, sorry for my confusion LOL. I did download the LDR Mallard as you suggested, it's also quite nice, but I stole the camera views from it for the G-73 Beta which worked out quite well.
Thank you for your trouble and my dementia. Also thanks for your contribution to this hobby! :)

Milton Shupe
February 10th, 2018, 12:38
Yes I get that, I was confused with seeing the view entries and not being able to use the A key to look at the different camera views, sorry for my confusion LOL. I did download the LDR Mallard as you suggested, it's also quite nice, but I stole the camera views from it for the G-73 Beta which worked out quite well.
Thank you for your trouble and my dementia. Also thanks for your contribution to this hobby! :)

No problem; we are all in some stage of learning, and of forgetfulness. :-)

WarHorse47
February 10th, 2018, 13:34
Great addition Milton and Team. Thanks very much.

My flying style is to start with Ctrl-E, taxi and takeoff and then check in with Seattle Control. If you want ground control and the nearby ATC to recognize you properly, here's what I did.

First, I changed the [General] section to look like this:

[General]
atc_type=Grumman
atc_model=G73
visual_damage=0
atc_heavy=0
performance=
editable=1
category=airplane

Specifically, I added the lines highlighted in red. The type and model are standard for FSXA. Once airborne you will be recognized as a Grumman Mallard. The existing entry (atc_type=G-73) is not recognized by FSXA, so that needs to be replaced.

Second, I modified each of the [fltsim.xx] entries. I completed the "atc_id=" line with the tail number (or whatever you wish) as shown below, highlighted in red:

[fltsim.7]
title=Mallard N2974 Chalks
sim=MallardMS
model=Modfsx
panel=
sound=
texture=N2974
ui_manufacturer=Grumman
ui_type=G-73 Mallard Modern
ui_variation=N2974
ui_typerole="Twin Engine Prop"
ui_createdby="Milton Shupe and Team"
atc_airline=
atc_id=N2974
kb_checklists=G-73_check
kb_reference=Mallard_ref
description=Model by Milton Shupe; FDE by Airwrench and me; sounds by Nigel Richards, Textures by Toni Hiltunen

This change in combination with the changes to the [General] section will enable FSXA to recognize me as Grumman N2974 to ground control.

For me these minor tweaks adds to the realism of a really need aircraft. Thanks again. :very_drunk:

Milton Shupe
February 10th, 2018, 15:26
Great addition Milton and Team. Thanks very much.

My flying style is to start with Ctrl-E, taxi and takeoff and then check in with Seattle Control. If you want ground control and the nearby ATC to recognize you properly, here's what I did.

First, I changed the [General] section to look like this:

[General]
atc_type=Grumman
atc_model=G73
visual_damage=0
atc_heavy=0
performance=
editable=1
category=airplane

Specifically, I added the lines highlighted in red. The type and model are standard for FSXA. Once airborne you will be recognized as a Grumman Mallard. The existing entry (atc_type=G-73) is not recognized by FSXA, so that needs to be replaced.

Second, I modified each of the [fltsim.xx] entries. I completed the "atc_id=" line with the tail number (or whatever you wish) as shown below, highlighted in red:

[fltsim.7]
title=Mallard N2974 Chalks
sim=MallardMS
model=Modfsx
panel=
sound=
texture=N2974
ui_manufacturer=Grumman
ui_type=G-73 Mallard Modern
ui_variation=N2974
ui_typerole="Twin Engine Prop"
ui_createdby="Milton Shupe and Team"
atc_airline=
atc_id=N2974
kb_checklists=G-73_check
kb_reference=Mallard_ref
description=Model by Milton Shupe; FDE by Airwrench and me; sounds by Nigel Richards, Textures by Toni Hiltunen

This change in combination with the changes to the [General] section will enable FSXA to recognize me as Grumman N2974 to ground control.

For me these minor tweaks adds to the realism of a really need aircraft. Thanks again. :very_drunk:

Thanks; will make changes as suggested. :-)

BendyFlyer
February 11th, 2018, 14:14
That would be the effect I use to "enhance" (LOL) the lack of a decent wake effect. Oh well.
Shame it just does not seem possible to do a reasonable wake effect. At least in my 16 years of modelling, I have not seen a realistic one.

Milton I would have to agree but I think the issue is that all flying boats (and amphibians) have different hull shapes and that will create a different wake for each aeroplane plus the wave size etc. I am not sure how you could recreate such a variable dynamic by just using a few textures. I am using McCoy water effects for my flying boats (Ver 2) but no one size fits all so you have to tailor the various effects to the model, in some it looks right and in others not so good.

I have this latest version installed but currently on a round the world run in the Constellation so no feedback as yet but it looks great. Again thanks for your work and passion.

Milton Shupe
February 12th, 2018, 08:35
So far, we have seen no major issues with the beta release.

I have tweaked the [fltsim] sections per recommendations, and changed the water spray effect to the default one in the aircraft.cfg.
I will change the installation to give P3Dv2.3+ version users the option of deleting the transom water fall after a water takeoff.

If there are any further reports, please get them posted as I plan to release this as "Gold" later this week.

The "Gold" release will contain some different liveries (thank you Wellis) and some updates to those I keep from the beta test release.

heywooood
February 12th, 2018, 09:47
The only item I have has to do with the nav lights not staying on, but that may be a local issue. I have deleted and reloaded my Shader Cache file but the problem persists. Lights work initially and are visible in external views while panning and zooming in and out..but after a few minutes of flight they are gone - with only the tail light and landing lights working.
I have the batt and generator switches on and have tried using the master -L- key vs the VC switches and it makes no difference.
I'm just wondering if that has been noted by other FSX-A users..or is this local to my machine, settings, or files ?

Milton Shupe
February 12th, 2018, 10:16
The only item I have has to do with the nav lights not staying on, but that may be a local issue. I have deleted and reloaded my Shader Cache file but the problem persists. Lights work initially and are visible in external views while panning and zooming in and out..but after a few minutes of flight they are gone - with only the tail light and landing lights working.
I have the batt and generator switches on and have tried using the master -L- key vs the VC switches and it makes no difference.
I'm just wondering if that has been noted by other FSX-A users..or is this local to my machine, settings, or files ?

I have not noticed this issue in FSX-A but will double check. Maybe others could weigh in on this.

MrZippy
February 12th, 2018, 10:57
I have not noticed this issue in FSX-A but will double check. Maybe others could weigh in on this.

I just did a 45 minute flight and noticed no problem with the NAV lights. I'm using Boxed FSX with SP2.

Milton, I have seen nothing to report so far using this aircraft. Since I changed the wake and spray effects to the ones used by the Goose Redux, there is no splash or water globules seen from the VC on either takeoff or landing.

heywooood
February 12th, 2018, 13:54
I just did a 45 minute flight and noticed no problem with the NAV lights. I'm using Boxed FSX with SP2.



now I am curious..are you running in DX10 with Steve's Fixer? if so are you converting the AC lights with the program ? Converting ORBX lights with it?

are you using the FTX lighting freeware?

MrZippy
February 12th, 2018, 13:59
now I am curious..are you running in DX10 with Steve's Fixer? if so are you converting the AC lights with the program ? Converting ORBX lights with it?

are you using the FTX lighting freeware?

Uhmmm, NO.........NO......NO..........Nope! Everything is straight forward download, install, and run. I'm running WinXP 32 bit, Can't use ORBX, and don't have DX10 capability.

WarHorse47
February 12th, 2018, 14:13
No problem with lights here. Running FSXA, Orbx PNW scenery.

Did have a question for Milton on engine RPMs. I noticed that the max. RPM I can get is 2200, yet the gauge limits are at 2500 (yellow) and 2700 (red). I assume that's normal?

Milton Shupe
February 12th, 2018, 14:47
No problem with lights here. Running FSXA, Orbx PNW scenery.

Did have a question for Milton on engine RPMs. I noticed that the max. RPM I can get is 2200, yet the gauge limits are at 2500 (yellow) and 2700 (red). I assume that's normal?

No, was looking at that engine RPM myself; strange behavior.

EDIT: Tested 30 minutes without light issues.

EDIT2: My bad! See the Operating Limitations document in the Docs folder. Take off = 2250 RPMs; the gauge face is incorrect in that the yellow/red band need to move to 2200 RPMs.

heywooood
February 12th, 2018, 15:01
right - it's local...carry on then

MrZippy
February 12th, 2018, 15:05
No, was looking at that engine RPM myself; strange behavior.

EDIT: Tested 30 minutes without light issues.

I also was noticing the RPM gauge. Thought is was Prop RPM. I never use full power for takeoff but noticed it's at about 2300RPM and I lower it to around 2200 for climb out and then down to around 2000 at cruise. Possibly needs a few taps with the adjusting hammer?

Milton Shupe
February 12th, 2018, 15:23
right - it's local...carry on then

No familiar with the differences between SP2 and FSX-A.

Check your Display Options in the sim to see if there is a performance option related to lights like there is in FS9.

Mike71
February 12th, 2018, 15:29
No problem with lights here. Running FSXA, Orbx PNW scenery.

Did have a question for Milton on engine RPMs. I noticed that the max. RPM I can get is 2200, yet the gauge limits are at 2500 (yellow) and 2700 (red). I assume that's normal?

Grumman manuals on hand say 2250 RPM and 36" MAP at sea level for takeoff
max cont: 2200/34" MAP seal level
max cont: 2200/32.5" MAP at 5000 MSL

Milton Shupe
February 12th, 2018, 15:32
Grumman manuals on hand say 2250 RPM and 36" MAP at sea level for takeoff
max cont: 2200/34" MAP seal level
max cont: 2200/32.5" MAP at 5000 MSL

Correct :-)

My bad! See the Operating Limitations document in the Docs folder. Take off = 2250 RPMs; the gauge face is incorrect in that the yellow/red band need to move to 2200 RPMs.

Milton Shupe
February 13th, 2018, 18:22
I mistakenly included ToniJH's Chalks Blue/White livery in the FSX Native Mallard beta and failed to give him credit. I did not realize what I had done until tonight.

It is a livery that everyone should have, but I am embarrassed to have made that oversight.

The livery will not be included in the Final Release but it is in the library here and I recommend that you download it.

bob407
February 13th, 2018, 19:22
Thank you Milton for doing this conversion. Great on frames, beautiful model, and downright pure enjoyment. :applause:

Just a couple items to report in this beta version:
1. Radios and various warning lights remaining on with engines, battery and avionics switches, off.
2. After water landing and engines at full idle - aircraft seems to take much longer than it should to come to a stop.

Thanks again.

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=58063&stc=1
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=58057&stc=1
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=58064&stc=1

FSXA / Win7 SP1 64bit

Milton Shupe
February 13th, 2018, 20:11
Thank you Milton for doing this conversion. Great on frames, beautiful model, and downright pure enjoyment. :applause:

Just a couple items to report in this beta version:
1. Radios and various warning lights remaining on with engines, battery and avionics switches, off.
2. After water landing and engines at full idle - aircraft seems to take much longer than it should to come to a stop.

Thanks again.

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=58057&stc=1

FSXA / Win7 SP1 64bit

Thanks for the comments Bob.

EDIT: More efficiency improvements in the final release.

I do have Avionics on bus 1, not Hot, just like the default aircraft are setup.
All the lights, including panel lights are on bus 0 (Hot) even if battery switch is off, and therefore warning lights will show if the instrument lights switch is on.
Turn that off and all the warning lights go out.
The FS default radio LED lights are on but I can not change that.

I do not have a gauge programmer but if you can tell me how things should be differently, I'll look into getting that changed.
I have checked other aircraft gauges and cannot see any tests for battery on/off.

So, from here, not sure where to turn.

As to water landings, I'll check thrust at idle to see if it is too high.

EDIT Re: Water landing stops - I decreased min map to 4, raised the governor control limit above idle rpms, reduced min throttle to 0.000. So, I have idle rpms about 30 lower, although useable thrust is not very high it falls slowly. I ensure my lever is at 0% by hitting F1, hld my yoke back for drag (helps a lot to get slowed down, and leave flaps down till <40kias. Some improvement but hard to overcome FSX slippery water. My last option is to adjust the prop efficiency table to reduce torque at the low end, but I think it is fine right now.

bob407
February 14th, 2018, 01:46
EDIT: More efficiency improvements in the final release.

As to water landings, I'll check thrust at idle to see if it is too high.

EDIT Re: Water landing stops - I decreased min map to 4, raised the governor control limit above idle rpms, reduced min throttle to 0.000. So, I have idle rpms about 30 lower, although useable thrust is not very high it falls slowly. I ensure my lever is at 0% by hitting F1, hld my yoke back for drag (helps a lot to get slowed down, and leave flaps down till <40kias. Some improvement but hard to overcome FSX slippery water. My last option is to adjust the prop efficiency table to reduce torque at the low end, but I think it is fine right now.

Thank you Milton for your quick response and explanation concerning the switches, warning lamps, etc. That setup will work out just fine.

Looking forward to the 'water landing stop fix'.

Thank you sir for all of your magnificent contributions. I and I'm sure the entire SOH community are very grateful. :encouragement:

expat
February 14th, 2018, 06:04
It's just another jewel Milton - giving us endless enjoyment. Thanks once again!

Milton Shupe
February 14th, 2018, 07:50
Thank you Milton for your quick response and explanation concerning the switches, warning lamps, etc. That setup will work out just fine.

Looking forward to the 'water landing stop fix'.

Thank you sir for all of your magnificent contributions. I and I'm sure the entire SOH community are very grateful. :encouragement:

Bob,

Do not forget that an idling engine generates thrust as the props are still sitting at idle beta.

Killing the engines stops you much faster.

Milton Shupe
February 14th, 2018, 08:27
It's just another jewel Milton - giving us endless enjoyment. Thanks once again!

You, and everyone, are quite welcome. Wellis and I are putting finishing touches on the 15 liveries in the final "Gold" release package now. Will likely have it ready Thursday or Friday.

One person whose name does not come up often in these discussions is the person responsible for the awesome interior textures and early liveries, Rui Cristina, who was instrumental at the start of the original projects, radial and turboprop. His inspiration and determination pushed us to enjoy the quality of the end product textures we enjoy today.

So a special call out to Rui :applause:

IFlySWA
February 14th, 2018, 08:42
Hear, hear. Rui is a star! :applause: There's magic in his virtual paint brushes. :biggrin-new:

Brian

expat
February 14th, 2018, 12:31
Yes! Rui had that combination of passion, creativity and elbow grease that helped inspire what has become one of the most successful freeware achievements in FS. Flying her right now as I write this!

Milton Shupe
February 15th, 2018, 10:57
Preparing the "Final" release now as we wrap up testing.

Lots of livery changes/additions but no significant changes otherwise.

Corrected RPM gauge bmp to show proper yellow/red caution range;
Adjusted idle parameters to help with water landing slow down;
15 liveries, smaller package, more efficient;
Changed water spray to use default;
Removed ToniJH's Chalks Blue/White livery I had included by mistake but recommend you download and include it as it is historical;
Modified fltsim sections for consistency;
Miscellaneous changes

Should be able to upload the Final release Thursday evening UTC -6.

I will request this thread be closed.