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Bomber_12th
March 15th, 2012, 19:39
The best AT-6 Texan simulation available, and it doesn't cost a penny.

http://i7.photobucket.com/albums/y282/Bomber_12th/AT-6/Texan_1.jpg

http://i7.photobucket.com/albums/y282/Bomber_12th/AT-6/Texan_2.jpg

http://i7.photobucket.com/albums/y282/Bomber_12th/AT-6/Texan_3.jpg

http://i7.photobucket.com/albums/y282/Bomber_12th/AT-6/Texan_4.jpg

http://i7.photobucket.com/albums/y282/Bomber_12th/AT-6/Texan_5.jpg

http://i7.photobucket.com/albums/y282/Bomber_12th/AT-6/Texan_6.jpg

http://i7.photobucket.com/albums/y282/Bomber_12th/AT-6/Texan_7.jpg

http://i7.photobucket.com/albums/y282/Bomber_12th/AT-6/Texan_8.jpg

http://i7.photobucket.com/albums/y282/Bomber_12th/AT-6/Texan_9.jpg

http://i7.photobucket.com/albums/y282/Bomber_12th/AT-6/Texan_10.jpg

Bomber_12th
March 15th, 2012, 19:41
http://i7.photobucket.com/albums/y282/Bomber_12th/AT-6/Texan_11.jpg

http://i7.photobucket.com/albums/y282/Bomber_12th/AT-6/Texan_12.jpg

http://i7.photobucket.com/albums/y282/Bomber_12th/AT-6/Texan_13.jpg

http://i7.photobucket.com/albums/y282/Bomber_12th/AT-6/Texan_14.jpg

http://i7.photobucket.com/albums/y282/Bomber_12th/AT-6/Texan_15.jpg

http://i7.photobucket.com/albums/y282/Bomber_12th/AT-6/Texan_16.jpg

http://i7.photobucket.com/albums/y282/Bomber_12th/AT-6/Texan_17.jpg

http://i7.photobucket.com/albums/y282/Bomber_12th/AT-6/Texan_18.jpg

Felixthreeone
March 15th, 2012, 19:43
What texan is that, John?

fsxar177
March 15th, 2012, 19:44
This model really is a testament to the capabilities of FSDS in the hands of an experienced modeler.

Good stuff!


Joseph

Bomber_12th
March 15th, 2012, 19:50
It is the Warwick Carter, Mike Flahault, and David Eckert FSX-native AT-6 Texan. All of the files used can be found at Flightsim.com, by searching out the file names listed here:

Base/original aircraft files: fsds_t-6.zip
Update for original release: fsds_t-6update.zip
Repaint: saafhvd.zip

Still trying to finish the basic layers for use in making a number of repaints myself.

Dain Arns
March 15th, 2012, 20:03
Gee whiz! How did I miss the release of this one?!?!? :redf::isadizzy:
Downloading those files right now.
Thank you for posting this, Mr. Terrell! :applause:

Bomber_12th
March 15th, 2012, 20:15
And if the exterior wasn't nice enough, it also has an exceptionally detailed and functional VC, with 3D-gauges and unique engine coding. For those not familiar with this production, when you start the aircraft you must first select a fuel tank with fuel (the fuel selector is off by default), then use the wobble pump to pump-up the fuel pressure (2-lbs), prime the engine about 3-strokes - that always seem to work for me (too much, and a fire starts), and then click the starter and throw-in the mags. Through a pop-up window you can add/remove items like the pilot, the wheel chocks, and tail hook.

Even the feel and handling of the aircraft, and engine performance, I think, are the best representations available. The only thing this aircraft has needed is some new repaints, and I jumped on this SAAF repaint the moment I saw it - an excellent job by Grant MacLean! I hope to be able to provide some WWII-era USAAF and USN schemes in the near future, with all new exterior textures.

Felixthreeone
March 15th, 2012, 20:39
Not sure how I missed this one, but many thanks, John, for the heads up on it!

rdaniell
March 15th, 2012, 20:54
One of the things I noticed is that you can slide the canopy back just a little bit for ventilation. Thanks to all who had a part in making this aircraft available.


Romeo-Delta

skyhawka4m
March 15th, 2012, 21:03
ok....finally got her started....I think I over primed this beauty. Gonna change out my sound file but other than that.....I waiting on your paints john!!!!! Looking forward to hopefully seeing a nice baremetal factory bird!!

Naki
March 15th, 2012, 21:58
I have had the model for sometime but that repaint looks great....has some relevance here as a local has just bought a Harvard with a similar scheme

roger-wilco-66
March 15th, 2012, 23:12
I also like that model, and with AccuFeel it's almost perfect. I think they also did a very good job on the pilot, not an easy task.

Cheers,
Mark

Victory103
March 16th, 2012, 01:57
Not sure how I missed this one, but many thanks, John, for the heads up on it!

+1, one classic warbird I didn't have in FSX.

modelr
March 16th, 2012, 02:14
Not sure how I missed this one, but many thanks, John, for the heads up on it!

Me either. Thanks, John.:applause::applause::jump:

Daube
March 16th, 2012, 02:20
I installed this bird into my FSX almost immediately after it was released. An excellent model it is, and the virtual cockpit is a beauty too.
I didn't fly it much though, because I didn't really like the original repaints. This plane was SCREAMING for additionnal repaints, both for the inside and the outside... photorealistic too :mixedsmi:
Now that I have AccuFeel I should definitely get it out of the hangar again... and I should try to look for additionnal repaints, because that one above looks quite nice. I hope there are more.

stansdds
March 16th, 2012, 03:21
I've tried this T6 and it is beautifully detailed and it does require strict attention to operating procedures. It is most definitely pay-ware class software, yet it is free.

Warhawk1130
March 16th, 2012, 03:35
Any tora,tora,tora repaints? ;)

Bruce Thompson
March 16th, 2012, 05:25
Thanks for the HU Bomber_12th,
I had missed this aircraft and it is a Gem, just downloaded and flying now.
It just feels right, loving it, thaks to Warwick and the team who put it together.

It's made my Day!:applause::applause::applause:

Bomber_12th
March 16th, 2012, 07:32
Back when Wozza originally released it, I got a copy in advanced, and as I told him then, it's simply too nice to be free. I'm glad I posted this thread, as I simply had thought everyone knew about it by now, and it's great that it will provide some new first-time enjoyment for some!

As an added tip, like the P-51, later models of the AT-6 had the "push stick forward to unlock tailwheel" mechanism, and this is incorporated on this aircraft too, so you must push the stick forward before initiating a turn on the ground, and if using proper procedure, you shouldn't center the stick again until after the aircraft is no longer turning.

jeansy
March 16th, 2012, 07:42
so i take it someone found the paint kit for this

Bomber_12th
March 16th, 2012, 07:43
I think everyone's making their own (at least that is what Grant did, and I'm trying to do). ; )

rdaniell
March 16th, 2012, 10:24
...Wasn't there a set of sounds for the AT-6 that replicates the sound the prop makes as the aircraft makes a flyby? The tip of the prop is actually breaking the sound barrier I think.

RD

Bomber_12th
March 16th, 2012, 10:41
I believe Doug Smith's soundset comes highly recommended, as found at the bottom of this page:

http://www.sim-outhouse.com/sohforums/local_links.php?catid=110

I don't believe I have ever gotten around to trying them out, but will do so this afternoon - I imagine they'll be a keeper (though I have always liked the soundset that comes with the Wozza Texan/subject aircraft of this thread).

skyhawka4m
March 16th, 2012, 10:49
61344

Dain Arns
March 16th, 2012, 10:51
I think everyone's making their own (at least that is what Grant did, and I'm trying to do). ; )

Maybe I'm misunderstanding everyone's response so far, but there is a paint kit in the main T-6 folder, in the "Masters.zip" file.
The layered templates in the Paint.Net .pdn format. There is a plug-in available at Paint.Net that will allow the .pdn files to be saved as .psd for PhotoShop. :kilroy:

Bomber_12th
March 16th, 2012, 11:12
This is the look of the base texture set I'm trying to achieve, with all of the correct panel lines, fasteners, and rivet types, with all new bare metal and fabric textures, spec maps and bump maps (this is the same aircraft in all of the photos, recently restored, first in factory-bare scheme, and now in an accurate WWII-era State-side training squadron scheme):

http://www.airport-data.com/aircraft/photo/532699L.html

http://www.flickr.com/photos/finnhoff/6057649085/sizes/l/in/photostream/

http://www.flickr.com/photos/finnhoff/6058191878/sizes/l/in/photostream/

rdaniell
March 16th, 2012, 11:28
I believe Doug Smith's soundset comes highly recommended, as found at the bottom of this page: http://www.sim-outhouse.com/sohforums/local_links.php?catid=110

I don't believe I have ever gotten around to trying them out, but will do so this afternoon - I imagine they'll be a keeper (though I have always liked the soundset that comes with the Wozza Texan/subject aircraft of this thread).

John, that's the one I was looking for. I actually only used two of the wavs. I renamed them to match the sound config that came with the airplane. Now I don't have that metallic clanging at top rpm and I have the external prop sound I wanted.

Sounds good, looks good, and flys good. What more could you ask for.....Life's good.

RD

Bomber_12th
March 16th, 2012, 11:46
The other sound set I was thinking of recommending, is the one that comes with the Milton Shupe and team, AT-11, by Gary Jones. The engine/prop sounds are very near perfect for that of the AT-6, with that same high-power/RPM snarl as well (and superb exterior sounds for all power ranges - really!), though the interior sounds are very quiet. Worth checking out for yourself, if anyone wants to.

Pips
March 16th, 2012, 13:14
Wozza did a brilliant job on the AT-6. As several have mentioned it really does give one the feeling of genuine flight. So realistic. One of my top five favourites


I hope to be able to provide some WWII-era USAAF and USN schemes in the near future, with all new exterior textures.

Sure hope your successful. This classic is crying out for some re-worked paint scheme's.

Roger
March 16th, 2012, 14:21
I was a beta tester on this and it was a great model to test! Where are you Wozza, we don't see enough of you these days:salute:

HvyEng
March 17th, 2012, 05:44
My version of the paint kit so far, sans weathering.

(Click for full size)

61405

Eventually I will post it for downloading!

--Dan

rdaniell
March 17th, 2012, 07:31
My version of the paint kit so far, sans weathering. Eventually I will post it for downloading!
--Dan


(Click for full size)

61405


Dan, I'll be watching for that one. Back in the late 1950s, the skies of South Georgia where I live were filled with those flying out of Bainbridge Air Base, Bainbridge, Georgia.

RD

jojohnson9
March 17th, 2012, 13:12
I've had this T-6 in my hangar for many months but did not fly it 'cause is crashed my FSX. I did not know there was an update that fixed it. Thank you, Bomber, for giving the sites for the update and the fabulous repaint. And also for the info on Doug Smith's great soundset. Now I'm happy flying the Texan and scaring my cats with the growling engine. Looking forward to the USAF paint. And many thanks to Warwick Carter, David Eckert and Michael Flahault for this fantastic airplane.

scotsman
March 18th, 2012, 08:17
I also had my T-6 since it came out.
Thanks for the HU that reminded me to visit my hangar. I looked for a new dress for this wonderful plane and found this Kiwi trainer.
(https://skydrive.live.com/?cid=80fb16dc010ace27&id=80FB16DC010ACE27!143)
Scenery is NL200.
I "borrowed" the Wasp engine sound from my GAS Boeing Model40 - together with Accu-feel that is better than music!
Thanks again Wozza and Co for this jewel.

Mike



BTW - I don't have any painting skills, thus I would be happy if anyone would do one of the old German Luftwaffe Texans ot the early 50's, yellow or even better camouflaged with dayglow orange markings:engel016:

Dexdoggy
March 18th, 2012, 15:16
Fantastic to see this wonderful plane coming to the forefront again! Still one of my favourites! :salute:

Stefano Zibell
March 18th, 2012, 16:14
Great freeware, can't believe I've been missing this. All it needs is some repaints now!

Dangerous Beans
March 18th, 2012, 16:42
Very nice plane, sounds much better with the sound update. Bit of a bugger to taxi though

I cant manual start it, don't know where I'm going wrong. Mags on, fuel on, prime 3 or 4 strokes, crack the throttle and press the starter button.
It turns over but doesn't fire up, what am I missing ?

Bomber_12th
March 18th, 2012, 17:07
You need to provide 2-lbs of fuel pressure using the wobble pump, then prime (as it doesn't have a fuel booster pump). Make sure that you have the proper fuel tank selected, and that it has fuel in it.

For full steering on the ground, you have to push the stick forward to unlock the tail wheel, just like the Mustang and the AT-6G it depicts - it then becomes almost too easy to turn on the ground.

Dangerous Beans
March 18th, 2012, 17:20
You need to provide 2-lbs of fuel pressure using the wobble pump, then prime (as it doesn't have a fuel booster pump). Make sure that you have the proper fuel tank selected, and that it has fuel in it.

For full steering on the ground, you have to push the stick forward to unlock the tail wheel, just like the Mustang and the AT-6G it depicts - it then becomes almost too easy to turn on the ground.

Ah, thank John.

Landman
March 18th, 2012, 19:02
This one look awesome. Can you guys post some pics of the cockpit?

Bomber_12th
March 18th, 2012, 19:05
It's free, load it up for yourself and take a spin. ; )

greenie
March 19th, 2012, 00:41
Somebody help me please ....I'm looking around the cockpit looking for a wobble pump . I know I'm going to feel preety stupid shortly !!

skyhawka4m
March 19th, 2012, 02:53
its on the left side just below the canopy edge. If you click the handle it will pump on its own. I found 3 clicks works perfect.

Bomber_12th
March 19th, 2012, 05:38
Yep, the wobble pump is located between the two trim wheels, above the landing gear lever. This is a really cool feature, as just like in a real Texan, SNJ, or Harvard, you aren't provided with a booster pump, so you have to manually pump the system up to build pressure and to draw prime from. (However, while in this flight sim recreation the fuel pressure stays put where you pump the system up to, until start, in the real aircraft the fuel pressure will begin to bleed off immediately after you stop providing pressure - as a result, you'll see a pilot give the wobble pump a number of pumps, then give the engine a couple of strokes of primer - if the fuel pressure is gone before the pilot is able to put in the last stroke or two of primer, he must pump the system up again before doing so.)

Bomber_12th
March 19th, 2012, 06:38
Speaking of Texans, I have to share this video, as it is one of my favorites related to the aircraft-type, and it is all local: http://www.youtube.com/watch?v=YTaPHPwZ_qo

greenie
March 19th, 2012, 12:52
I'm an expert now ! thanks gents.

Stefano Zibell
March 19th, 2012, 23:09
Yep, the wobble pump is located between the two trim wheels, above the landing gear lever. This is a really cool feature, as just like in a real Texan, SNJ, or Harvard, you aren't provided with a booster pump, so you have to manually pump the system up to build pressure and to draw prime from. (However, while in this flight sim recreation the fuel pressure stays put where you pump the system up to, until start, in the real aircraft the fuel pressure will begin to bleed off immediately after you stop providing pressure - as a result, you'll see a pilot give the wobble pump a number of pumps, then give the engine a couple of strokes of primer - if the fuel pressure is gone before the pilot is able to put in the last stroke or two of primer, he must pump the system up again before doing so.)

Fuel pressure does go down here.

keatles
March 28th, 2012, 23:30
I think everyone's making their own (at least that is what Grant did, and I'm trying to do). ; )

Does anyone know if there is a wireframe guide (i.e. layer) for repaint mapping reference?

CBris
March 30th, 2012, 20:57
I am working on a 4096 set of textures and refreshed bumpmaps too - my Reno Race series of repaints is going to have to be converted from the Alphasim model to this one - very nice to fly!

On the other hand, she's a bit (lot) of a lame duck compared the the converted Alphasim model (does anyone remember the tweak ACES gave us to make the Alphasim T6 perform to race standard?) So it would be exceedingly nice if some clever FD tuner could give us .air and .cfg files with the 250 mph race tune pretty please.

I think that would also need a slight conversion to the control surface animations too though. I believe the race-tuned T6s might have better (more range of movement) controls.

I really must compliment the guys who made this - she is beautifully detailed. You just cannot help falling in love with those wheel wells or the wing rear spar modelling or the VC framework. Simply beautiful! But even so, I must offer up a critique - the mapping is occasionally confusing in its scaling. For instance - the texture pieces that get mapped to the front of the wing walkway panels. They are "huge" on the texture sheet and yet they cover only a tiny part of the total wing.

For detail, this is the most beautiful version of the T6 going. Add the "Real live" startup and this plane really does amount to the greatest of pleasures...

THANKS!!

CBris
March 31st, 2012, 03:06
I'll stay with the gratitude on this beautiful model but I must add another critique - and probable cause why there are "load" problems for some users. I note with some dismay, that when you put a square on the cowling texture, it is stretched at runtime. The texture is (of needs) 4:1 in proportion i.e. 512 by 128. But when you put a chequer pattern on the texture, it turns into long rectangles ont the aircraft.

62150

This pattern is perfectly squared on the texture sheet - and the screws/rivets are circular. Perhaps that is why there were CTDs at runtime? You may have had scaling differences in direction. The model had to stretch some parts of the texture sheet one way, and other parts the other way.

There are also considerable scaling differences betwee different sheets of the UV texture set. round 1/4" screws on one panel will look like 1" diameter on others. In this screenshot alone, there are at least three different scaling methods in use - truly a nightmare for us lowly mortal painters.


Incidentally - all these scaling differences also throw the bumpmaps into disarray as you can see from that screenie. Which is why I shall be rebuilding the whole texture set.

stansdds
March 31st, 2012, 05:37
Ah, yes, the problems encountered when a 2D image is placed on a 3D models. This sort of stuff drove me nuts when I was skinning F4U Corsairs in the Il2: Pacific Fighters/1946 sim. Cowling panels and the cowl ring were among the worst offenders.

OleBoy
March 31st, 2012, 06:12
Chris, you must really be bored to want to fix issues that should not have been there in the first place.
Sounds to me like the templates were made by a profile painter in a 3d world. :pop4:

CBris
March 31st, 2012, 07:49
@ Stan - it's not a wrap issue - the devs have extracted the curve to flat very nicely. At a guess I'd say it's the automatic scaling that is built in to FSX - all textures MUST me in a ratio of 16 32 64 128 256 512 1024...

The have extracted a texture which is possibly 128 by 300 (and something) and the UV mapper automatically run it out to 128 by 512 (or whatever)
62155 62156 62158 62157

Left side, right side, underside, upper side

I have created chequer patterns in the ratio 50 to 75% in steps of 5% (the front row is 100/100 on the texture) As you can see - the proportions in each of the four rows are constrained in their respective values.

Once you know the stretch values, creating the patterns becomes easy and my eye is telling me that the 65% ratio is about closest.

CBris
March 31st, 2012, 09:24
OK then... four rows and 24 checks...



62162 62163 62164

You can already see I have added a "hot" stainless steel exhaust backing plate that most racers seem to have. The rivets will fade later. I have temporarily used dome head - actually the T6 made use of flush rivets so the bumps will have to be minimal, much as I like bumps - that's the problem with rivets.

Also - not all T6s have chequered noses, but still - if any sponsor logos are on the nose, these will have to be stretched too.

Why do I go to this effort? I like the Texan! I wouldn't (and don't) fiddle with planes that disappoint me. I can live with a simple stretch.

I have also noticed that different T6s also have different rivet patterns around the nose and elsewhere - I would guess that indiviual owners have reinforced their babies iin different and individual ways. Some cowlings appear to be hinged, others need to be completely removed to access the engine. Some have (hard?) covers over the back seat. Others have bulge canopies and yet others have a frameless rear glazing. Some have spinners while others have "nude" prop pitch controls. I have seen a nice photo of "Six-Cat"... oh boy! There are so many rivet lines...

I once painted the "Midnight Airforce" (Dennis and Tami Buehn have at least three T6s - "Miss", "Express" and "Rendezvous") and there are differences there between planes. I shall be enjoying this project - you'll be getting a full HD set of skins once I have my master paintkit and bump-set ready...

skyhawka4m
March 31st, 2012, 20:48
:applause:

CBris
March 31st, 2012, 23:40
I am slowly finding out how the team mapped and lit this model - the bumps, specs, diffuse and alpha are coming along....

62228

It is now a matter of getting the right alpha levels for spec and diffuse maps and for getting the bump direction on the rivets and reinforcement strips on the cowl. Get that and the rest of the images should fall into line... I think the alpha level for the anti glare paint is ok as is - and not too black.

fsxar177
April 1st, 2012, 10:40
This is some exciting work, for sure.

Some Inspiration:

http://www.airventure.de/reno2006/t6/reno06_t6_12_5258.jpg
http://www.pbase.com/image/55743093/original.jpg
http://www.sandersairracing.com/Reno2010/Reno2010_0001.JPG
http://www.airportjournals.com/Photos/0610/X/0610006_20.jpg

Joseph

Mr.Mugel
April 1st, 2012, 11:13
Ooh, that looks nice! Any chance for a Walter and/or Tony Eichhorn T-6, they are pretty famous over here, seen him on a lot of airshows. They use a dark blue Red Bull sheme:

http://upload.wikimedia.org/wikipedia/commons/3/38/North_American_T-6_Eichhorn_Duo_1.JPG

If you want to do this one and need more info/pics, I would look what I can find, pictures can be found searching for T-6 Eichhorn.

Aeroshell birds would look nice, too, as you allready have the checkered cowl!

CBris
April 2nd, 2012, 22:22
I've done the aeroshell T6 (for the Alphasim model) - and a few others.

There is one issue with this freeware model (well a few, and they aren't significant - just 'nice to haves'). Warick Carter pointed me at the specifications for T6 racers - they're here: http://www.racingt-6.org/Forms/2009%20Technical%20Specifications.pdf

It seems you aren't allowed prop spinners for racing. (Item 6 of the "prohibited" items) - well, I do agree that a chromed CS mechanism looks better any day... :kilroy:

62355

The T6 course - 5.1 miles of low level fun! And here are the Alphasim paints I did in the past:

623596235662360623576236162358

CBris
April 3rd, 2012, 02:55
For fsxar177 (and others)

Work in progress (I needed a simple livery so that I can start work on decent panel lines, rivets and bumps (this are the originals by the way)

623666236762368

big-mike
April 3rd, 2012, 06:29
Thank you,CBris that you are working on paints for this outstanding airplane!:icon29:
I fly her often and she really deserves more liveries.
Michael

fsxar177
April 3rd, 2012, 08:05
Looking pretty nice so far!

It looks like you have the mega-scenery Reno installed. Have you experienced any conflicts? I had to remove it, because added a double set of lesser quality pylons, which were set to match the satellite imagery. The Runways also were moved. Am curious, if you had to disable the default stead scenery?


Keep us updated!

Joseph

CBris
April 3rd, 2012, 08:19
Well, there are doubled up pylons, but hey - every little helps. As for conflicts - I guess the extra trees at the far end of the course are a hindrance because they tend to make spotting the pylons more difficult.

fsxar177
April 3rd, 2012, 08:23
Yes, I found it just virtually unusable on the Unlimited course. (There ain't no trees out there, 'least not like that!)

I wonder if the Reno/Stead area within megascenery could be disabled, without messing with the rest of the add-on?

Joseph

CBris
April 3rd, 2012, 12:07
Yes... a simple autogen exclude poly should do the trick - create a small scenery called "Reno Lumberjacks"...

fsxar177
April 3rd, 2012, 14:06
I may have to try that.


Thanks!

Joseph

dvj
April 7th, 2012, 08:37
Hey guys, just found this model, downloaded and can't believe that I missed this great sim. I assume by the total thread that additional paints are in progress? Anway great job on this one, having a blast flying around PNW.

dvj

fsxar177
April 8th, 2012, 21:44
UPDATED FLIGHT MODEL for the Wozza T-6
Progress Report:

In cooperation with Mr. Chris Brisland, and his forthcoming 4096 textures, I am putting together a modified .cfg/.air(s) to match the T-6's that compete at the Reno Circuit. It's a 5.0693 Mile oval course, and is very easily manageable with the Texan. As has been mentioned, the original flight dynamics are much too sluggish, even at 36 in. of manifold pressure, and mixtures set accordingly, I could only muster laps in the high 180's, and topping off at one lap of just over 195mph. For the last several years, the majority of the field has qualified faster than that. So, some editing was due. (In fact, I found it hard to approach the level flight speed of 205, as is listed for the T-6)

Here's what I've done so far:
Brought the empty weight down to 4,000lbs, which is the minimum allowed for racing. (less about 200lbs from stock)
Added 20hp, to simulate tuned racing engine, though the PW-1340 is essentially to remain stock.
Cleaned, smoothed, and polished panel lines and rivets, bringing the overall aerodynamics into something a little more workable.

I have the option of using simultaneously, a couple different .air files, within one folder, so that depending on the livery depicted, the aircraft could be very slick, mostly stock, or anywhere in between. It may broaden the field just enough. Am testing with 55gal of fuel on board, 50 is the minimum required at Reno.

With the stocker version, I'm running high 190's. This might still be a bit slow for today's standards.
With the semi-clean version, am near 215mph lap speeds, which is well into the mid-field range at Reno.
With the very clean version, Mid 220's, and approaching 230mph.

The course record is 244.539mph, and speeds in the mid 230's are not very uncommon. So, I may tune the aerodynamics just a bit more yet.

I am thinking, if I established 3 distinct profiles, then a livery could directed to whichever FD suits the aircraft best. For example, an aircraft like "Six Cat", or "TinkerToy" would utilize the speedier profile, while a less-modified aircraft would bounce off the less-modified .air. What do you guys think? This would allow enjoyment for you guys that don't race, to enjoy an aircraft that is closer to a typical civilian owned Texan, while us speed-demons can at least turn laps similar to those at Reno.

These dynamics will be compiled with Mr. Brisland's texture sets, once finished, for a complete package.

Any suggestions are much appreciated.

Joseph

elcamino
April 9th, 2012, 07:07
I "borrowed" the Wasp engine sound from my GAS Boeing Model40 - together with Accu-feel that is better than music!
Thanks again Wozza and Co for this jewel.

I can't seem to find the GAS Boeing Model40. Went shopping at the two big freeware site and left with the cart empty.
Any hints please..
Thanks.

Roger
April 9th, 2012, 07:20
I can't seem to find the GAS Boeing Model40. Went shopping at the two big freeware site and left with the cart empty.
Any hints please..
Thanks.

It's payware and it's here... http://www.goldenagesimulations.com/purchase.html

CBris
April 9th, 2012, 12:05
Well there's a surprise - I was taken by surprise by Joseph's announcement. After all - I am having to re-create a full new paintkit and also sort out all the devs' little annoying stretches and scales of the texture maps...

...and trying to figure out why my bumpmap techniques don't work anymore :pop4:

Still...

6277162772

I think I am getting there

fsxar177
April 9th, 2012, 12:20
Chris,

Looking mighty fine...

Hehehe, someone had to tell 'em. - And nobody ever said there was a rush!

I've got a bit more tweaking to do, and I'll send you some updated FD's... I think I'm pretty close, Mr. Carter did an excellent Job on the overall dynamics, and systems.

What type of bump issues are there?

Let me know if there's anything I can do.

Joseph

CBris
April 9th, 2012, 13:28
Bump issues all centre around me rediscovering forgotten black magic... Bloody arcane stuff!

OleBoy
April 9th, 2012, 13:58
Chris, I take back my words that I spoke earlier about your redesigning a paint kit for this T-6.
I've never known about this model. Actually I had no interest in it whatsoever when I did make my comment.
I have to admit that I've been watching the topic. Following along in your efforts with excitement actually.
Even more so since I've downloaded and installed Wozza's masterpiece. This thing is gorgeous!
I'm fascinated by the details all the way round. And the VC, very nice! So I understand the lure to paint her.
She's a great subject of excellent quality.

Payware quality by gosh! And even more so by you adding your talents dressing her up.

A little off topic, but those into having more realistic sounds, have a listen here. Put the drool bib on first :icon_lol: http://www.sounddogs.com/results.asp?Type=1&CategoryID=1005&SubcategoryID=91

CBris
April 9th, 2012, 15:49
Chris, I take back my words that I spoke earlier about your redesigning a paint kit for this T-6.
I've never known about this model.

...

Payware quality by gosh! And even more so by you adding your talents dressing her up.

A little off topic, but those into having more realistic sounds, have a listen here. Put the drool bib on first :icon_lol: http://www.sounddogs.com/results.asp?Type=1&CategoryID=1005&SubcategoryID=91

She's definitely in need of new clothes, that much is certain, but as I say - the model is mapped like a dog's dinner - sorry Wozza and co. "Pigs Ear" doesn't go half way to describe the mapping. BUT at least it is done in a way that I can recognise the oddities in stretch and scale and that is half the battle. All objects on the cowl need to be compressed in the vertical plane, the wing root leading edge panels are so expanded that the texture part needs careful scaling. The wing fillet fairings stretch along the length of the aircraft...

But it is doable.

Also - I looked at a couple of the real world photos. As you can see #12 has a silver painted fuselage - I think I got that right ish. Then there's a highly polished version - that will need a different cube map. I think I have one ready. All in all, she's looking good.

OleBoy
April 9th, 2012, 16:24
It definitely sounds like a laborious affair to me. I've had my share and experiences that's for sure. And the numerous "save as", hit the "X", I'll talk to you later moments. LOL!
You'll get it. I got faith in ya. And she'll shine pretty.

elcamino
April 9th, 2012, 17:53
It's payware and it's here... http://www.goldenagesimulations.com/purchase.html

Oh, okay . . Thanks

CBris
April 9th, 2012, 22:53
Oh the pain...

N12KY (the "12" livery I am working on) crashed in May 2008 :eek: - engine stopped and there was only rough terrain. It had "dead sticked" before, but the pilot managed to find a handy highway to park on...

I might not finish this one... "Next Please"

fsxar177
April 9th, 2012, 23:48
The "pain" you tell me! I feel it too...

So I realized, I couldn't just push the throttle full-bore, and expect the R-1340 to hold together for an entire Race. So, now I need to aim for my 230mph lap average mark, running at around 32.5 inches, and 2200rpm, with a max of 36/2250 for that record 240+mph lap. This is getting interesting. So far, at Reno's altitude, with race settings of 32.5/2200, I'm generating about 500 of those 620 horses. Which is to be expected. With everything dialed in this fashion, am only managing laps at around 210mph. But everything is holding together, and my temps are good. So, Time for more tweaking.

Good grief, by the time I'm settled with this, I'm going to feel like the real Texan has given me a work-out! Combined with Wozza's excellent systems modelling already, this is going to be one top-notch simulation!

More updates soon,
Joseph

OleBoy
April 10th, 2012, 06:56
I've been in your shoes a few times myself CBris. Only to learn this after I've released the scheme.
Those close to the pilot, or that particular type of aircraft had found my snap shots that I'd posted on the web.
Out of no where I'd receive an email from someone who knew the pilot or passengers that were lost in the unfortunate out come.
Every time my stomach balled up into a knot. Not quite sure what to say for choice of words on a return response on my part.

Each time a situation like this has risen, and as hard as it is to put any condolences to words having not known the people lost, each time has been very rewarding and comforting for everyone.
I look at situations like you're in with this particular scheme as a dedication of remembrance.

I hope to see that you will continue.

napamule
April 10th, 2012, 07:24
Please try these modified cnt pts to help with turning problem. And I very much doubt that the 'push stick forward to unlock tailwheel' is implemented. I can't seem to find anything anywhere that would indicate anything to that effect. How? XML? Where? Model? (Cheesh).

[contact_points]
point.0=1, -15.000, 0.000, -2.220, 2300, 0, 0.512, 60.0, 0.180, 2.5, 0.900, 0.0, 0.0, 0, 0.0, 0.0
point.1=1, 2.000, -4.300, -6.150, 1875, 1, 1.100, 0.0, 0.500, 2.5, 0.423, 4.6, 4.1, 1, 0.0, 0.0
point.2=1, 2.000, 4.300, -6.150, 1875, 2, 1.100, 0.0, 0.500, 2.5, 0.423, 3.1, 5.3, 3, 0.0, 0.0
point.3=2, -0.038, -20.824, -1.083, 1800, 0, 0.000, 0.0, 0.000, 0.0, 0.000, 0.0, 0.0, 5, 0.0, 0.0
point.4=2, -0.001, 21.144, -0.972, 1800, 0, 0.000, 0.0, 0.000, 0.0, 0.000, 0.0, 0.0, 6, 0.0, 0.0
point.5=2, -20.048, 0.000, 0.973, 2300, 0, 0.000, 0.0, 0.000, 0.0, 0.000, 0.0, 0.0, 9, 0.0, 0.0
point.6=2, 8.212, 0.000, -4.500, 2000, 0, 0.000, 0.0, 0.000, 0.0, 0.000, 0.0, 0.0, 4, 0.0, 0.0
point.7=2, 5.827, 0.000, -2.544, 1800, 0, 0.000, 0.0, 0.000, 0.0, 0.000, 0.0, 0.0, 4, 0.0, 0.0
point.8=2, -1.916, 0.000, -2.375, 1800, 0, 0.000, 0.0, 0.000, 0.0, 0.000, 0.0, 0.0, 4, 0.0, 0.0
point.9=2, -8.212, 0.000, -1.692, 1800, 0, 0.000, 0.0, 0.000, 0.0, 0.000, 0.0, 0.0, 4, 0.0, 0.0
point.10=2,-15.007, 0.000, -0.674, 1800, 0, 0.000, 0.0, 0.000, 0.0, 0.000, 0.0, 0.0, 4, 0.0, 0.0
max_number_of_points=11
static_pitch= 12.200
static_cg_height= 6.200 //5.100
gear_system_type= 1
tailwheel_lock= 1
emergency_extension_type= 1
//
[brakes]
toe_brakes_scale= 1.000
parking_brake=1
differential_braking_scale= 0.800
auto_brakes=0
hydraulic_system_scalar= 1.000

Enjoy,
Chuck B
Napamule

fsxar177
April 10th, 2012, 07:52
Chuck,
Could you please explain the problem you were having with the ground steering. I don't seem to have much difficulty with it. I will try your set of contact points, however, the push stick forward to unlock IS implemented. Here's how:

Firstly, on the following line:
[contact_points]
point.0=1, -15.000, 0.000, -2.220, 2300, 0, 0.512, 60.0, 0.180, 2.5, 0.900, 0.0, 0.0, 0, 0.0, 0.0

180 gives a full swivel, when it's unlocked.

Secondly:
tailwheel_lock= 1

This means it has a locking tailwheel.

Thirdly:
Within the "xml" .cab file, in the "Panel" folder, is the gauge called "glock". It has parameters for the yoke/stick being forward to unlock, and back to lock.

Fourth:
That .xml gauge is drawn from the panel.cfg file, as:
gauge02=xml!Glock, 127,13,14,14


Hope this explains it?

Joseph

OleBoy
April 10th, 2012, 14:20
No problems with the stick/tail wheel implementation here. I think all works nicely. Aside from feeling under powered and sluggish.

Bomber_12th
April 10th, 2012, 16:00
As Joseph indicates, there is a 'hidden' .xml gauge that locks the tail wheel when the stick is not pushed forward. The only thing I would suggest changing with the tail wheel, is from having it fully controllable with the rudder pedals when un-locked as it is right now, to being more accurate/authentic by having it free-castoring, requiring differential braking and some prop-wash over the rudder to steer when un-locked (like the real thing).

The amount of power and control forces/effectiveness, right now, as is with the FDE, is actually very, very close to spot on to a stock-configured AT-6 - it's actually one of the things I like most of all with the Wozza Texan. They aren't docile, and they aren't that easy to push around without some muscle - if you ever see one parked next to something like a Mustang, they are also quite big!

napamule
April 10th, 2012, 16:10
Joseph,
You said:

''Firstly, on the following line:
[contact_points]
point.0=1, -15.000, 0.000, -2.220, 2300, 0, 0.512, 60.0, 0.180, 2.5, 0.900, 0.0, 0.0, 0, 0.0, 0.0
180 gives a full swivel, when it's unlocked.''

Really? That's a new one on me. I thought that (0.180) was compression and not turning ratio related. Hummmm??? Are you SURE?
Chuck B
Napamule
PS: I won't touch the 'xml' with a 10 ft pole. No need. My 'solution' (as always) is to use my fav mil jet panel. Then I use 'Shift+G', 'M', 'Ctrl+E' and I'm gone!

fsxar177
April 10th, 2012, 16:18
Good-evening,

John, yes, I may need to work with the steering, as you mentioned. Will have to see what I can do.

I don't have any real big gripe with the stock FD in general. (It's pretty darn good!) However, I do feel that it is sluggish, particularly at cruise settings. Unless I'm missing something, I just can't seem to bring it within performance specifications.

Regardless, my aim is not to "fix" something, because nothing is broken. It is to develop an FD that matches, and represents the Racing T-6's, of which some will be portrayed with Chris's textures.

Chuck,
Was going off of memory here...I had to double check...looks like you are right..I was off on my count. 360 is where I would usually put 180...this might have something to do with that steering problem. Time for more digging! I'll review your set of points.

This from the SDK:

<tbody>
1 (1)
Class
Integer defining the type of contact point: 0 = None, 1 = Wheel, 2 = Scrape, 3 = Skid, 4 = Float, 5 = Water Rudder


2 (-18.0)
Longitudinal Position
The longitudinal distance of the point from the defined reference datum (feet). Positive is forward (out the nose).


3 (0)
Lateral Position
The lateral distance of the point from the defined reference datum (feet). Positive is starboard (right, as viewed from the top with the airplane pointing “up”).


4 (-3.35)
Vertical Position
The vertical distance of the point from the defined reference datum (feet). Positive is up.


5 (3200)
Impact Damage Threshold
The speed at which an impact with the ground can cause damage (feet/min).


6 (0)
Brake Map
Defines which brake input drives the brake (wheels only).
0 = None, 1 = Left Brake, 2 = Right Brake.


7 (0.50)
Wheel Radius
Radius of the wheel (feet).


8 (180)
Steering Angle
The maximum angle (positive and negative) that a wheel can pivot (degrees).


9 (0.25)
Static Compression
This is the distance a landing gear is compressed when the empty aircraft is at rest on the ground (feet). This term defines the “strength” of the strut, where a smaller number will increase the “stiffness” of the strut.


10 (2.5)
Ratio of Maximum Compression to Static Compression
Ratio of the max dynamic compression available in the strut to the static value. Can be useful in coordinating the “compression” of the strut when landing.


11 (0.90)
Damping Ratio
This ratio describes how well the ground reaction oscillations are damped. A value of 1.0 is considered critically damped, meaning there will be little or no osciallation. A damping ratio of 0.0 is considered undamped, meaning that the oscillations will continue with a constant magnitude. Negative values result in an unstable ground handling situation, and values greater than 1.0 might also cause instabilities by being “over” damped. Typical values range from 0.6 to 0.95.


12 (1.0)
Extension Time
The amount of time it takes the landing gear to fully extend under normal conditions (seconds). A value of zero indicates a fixed gear.


13 (4.0)
Retraction Time
The amount of time it takes the landing gear to fully retract under normal conditions (seconds). A value of zero indicates a fixed gear.


14 (0)
Sound Type
This integer value will map a point to a type of sound:




0 = Center Gear,




1 = Auxiliary Gear,




2 = Left Gear,




3 = Right Gear,




4 = Fuselage Scrape,




5 = Left Wing Scrape,




6 = Right Wing Scrape,




7 = Aux1 Scrape,




8 = Aux2 Scrape,




9 = Tail Scrape.


15 (0)
Airspeed Limit
This is the speed at which landing gear extension becomes inhibited (knots). Not used for scrape points or non-retractable gear.


16 (200)
Damage from Airspeed
The speed above which the landing gear accrues damage (knots). Not used for scrape points or non-retractable gear.

</tbody>



Joseph

fsxar177
April 10th, 2012, 17:56
Chuck,

I've nearly figured it out. With your set, the searing is manageable, but that's because it's setting the tailwheel as steerable, with that value of 60. That's fine for some aircraft, but as John mentioned, the T-6 is free castoring. I had mis-read those numbers earlier, mistaking that compression .180 value, for my free-castoring value of 180 on the previous line. Sorry about that.

So, I have tweaked the differential braking a bit, changed the stock 360 tailwheel value to 180 (where I thought it was the first time) and now it is performing much more like the real-world counterpart. Throttle/braking needed, but also with the stick forward, fully unlocked, and free-wheelin' it. I bit more touch, and I think John's going to be happy.

Was there any other values there that seemed to help your setup Chuck?

Thanks for pointing out my blunder..it's solving the mystery for me.

Joseph

CBris
April 10th, 2012, 23:32
Just to keep the dream alive...

62913

...and yes - I always prefer hand drawing the graphics on planes I create. The simple reason is that they look better than vectorised bitmaps almost every time. Unless I can find a really clean and large image.

napamule
April 11th, 2012, 02:52
Joseph,
Well I am glad to hear that my 'observation' helped. It's all good. I went and used the default panel (and xml gauges) and it's working for me now. Did the change to compression help anything? Maybe. Maybe not. The xml for gear is working as intended. 10% of forward stick does the trick. And it still will turn a little bit even if the wheel is supposedly 'locked' (again, due to cnt pt tweak?). Then I used my mil jet panel (to have a 2D panel view of gauges) and copied the 'vc' section from default panel into my panel cfg and put a copy of xml.cab in my panel folder and it worked. I like the vc panel. It's Super. Nice work.

I find that on loading (and heavy crash onto runway) that the engine shuts off (due to stress? I have crash detection off (for this reason)). Then when I went and set fuel selector, magnetos, and push start button (from vc) it was suddenly spining in the air (out of control) and it would not come down. (I use 'Y' and F1 to set it back down-but it took off again...). Then after change of cnt points I could do 'Ctrl+E' from Locked Spot view and it started ok. Humm.

I find that as you near 240 kts the controls 'stiffen' and you can't turn. And if you are in a dive you can't pull up. Not until you slow to under 240 kts. I don't think the 'real' Texan is going to be guilty of doing this. I installed a spoiler and use that to slow quicker so I can pull up. So this is not no 'Reno Racer' as is. Not yet.

I had it flying at 450 kts (using MY panel, turbo-prop FDEs (PC-7), and no xml) and it can hold knife-edge all day long with little or no controller input. The HARD part is using these FDEs for a PISTON version. News at 11. But there seems to be some model related issues as it wants to fly with '-3.5' of pitch trim in level flight (at curise speed). I don't think you want that when racing. Must fly close to '0.0' pitch trim, IMHO. Will work on FDEs tomorrow. Today I just did not do much except play around. It's a FABULOUS looking ac. I LOVE it's looks. New 'hot' engine-new paint? Not my problemo (hehe). Scrap metal gray is good enough for me-as long as it can 'scoot'. Ha.

My Dad was an ac mech on a carrier in WWII in the Pacific (1945) and he worked on these babies (lost the pictures). I was 5 then but I remember driving my Mom crazy with 'radial' engine sounds coming out of my mouth. They flew over our house every day where I grew up in Texas. So did P-51's and other 'warbirds'. Never can forget those 'detonation' and prop sounds as they flew by at 'break neck speeds' and (under) 500 ft. Ah, the good ole days. So would a 'Texan' be dear to me? I guess. That and the P-51 and the Mitchell and the P-38.
Chuck B
Napamule
Edit: '..other values..?' Well I looked into the air file and it don't look 'real'. Lots of 'gimicky' and 'guesstimate' values showing. Some sections 'missing' (not necessary). So you need a 'good' air file for starters.

fsxar177
April 11th, 2012, 07:55
Chris,
Beautiful artwork my friend, Good tribute!

Chuck,

I believe the problem you were experiencing was due to some of the contact points being off, perhaps. Not sure, sounds unusual.

Mr. Carter did a fabulous job on the original FD. I have heard lots of reports, and compared them with several first hand pilot reports, of men who fly the T-6. I am very comfortable using his platform, for this project.

Just wait and see, I think you will be pleased with the result. With every hour of tweaking, I am feeling more and more realism being incorporated into this FD.

240kts would be well above limits, and out of the question on the real T-6. I would suspect there would be issues.

With my current configuration, am having no trim issues at all.

Am currently bringing hourly fuel consumption to a norm, with maybe a little excess burn at race settings.

My goal is to represent as true, and accurate as possible, the simulation of racing one of these beasts. We'll see what happens.

Joseph

CBris
April 11th, 2012, 08:39
The game will never be over, because I'm keeping the dream alive:

62945 62944

Yes, yes, rearrange and resize is needed. There's no suitably accurate markers for positioning - I am having to make my own paintkit... :D

Masochist that I am

CBris
April 13th, 2012, 11:02
OK, after another bout od "self-flagellation" I am getting somewhere. For one thing I have the cowling bumpmaps so that they don't cause facetting of the mdl. I have also completed and fixed all the decals on the sides, moving them to about their right positions. I have added about three thousand more rivets to the paint although I still need to do the fuselage bumpmap yet.

Is looking better although I do still need specs as well as reducing the alpha a bit.

63100 63101

Oddly I must say that the original bumps for the wings are really OK. It's just the cowling and fuselage bumpmaps that need really fixing. For one thing, if you look a bit closer, you will see I have adjusted the panel lines a bit.

Coming along, anyway...

Killbilly
April 13th, 2012, 12:02
Looks fantastic!

fsxar177
April 13th, 2012, 12:16
Chris,

Wow! It's just looking incredible. big +1

Do you intend to do any work on any of the interior, or small parts textures?

Keep it up!

Joseph

OleBoy
April 13th, 2012, 13:41
Cbris, it's looking great! I'm looking forward to seeing more progress as you're picking away at it. :applause:

CBris
April 13th, 2012, 19:51
@Joseph - there's not really much needed on the interior - some colour changes to a more "civilian" look perhaps. Maybe some small touches. But the VC is what makes this model so much a pleasure - it is really nicely detailed.

As for the exterior, I think it is still too shiny.

fsxar177
April 13th, 2012, 20:11
Chris,
I can maybe make a civilian variant theme for the interior, if you wish... Let me know.

Joseph

CBris
April 23rd, 2012, 09:11
Keeping this thread alive...

I have been in contact with the owners of "Thumper 12" and have their blessings on:

63966

And even more enjoyable, they are letting me loose on:

http://www.airliners.net/photo/North-American-SNJ-5/1202126/L/&sid=d6c86e10f5c72f9eccdd6bfc8833a4d7

a.k.a. McDonald Racer #37McDonald Racer #37

I don't know if you know this, but "12" crashed a couple or three years ago - it was a "landing" - the pilot walked away, but "12" is not with us anymore. "37" is incredible - Visit them on Facebook and scroll down till you see the prop... I don't know for sure if this link will work... check... Aha it does! As you scroll through their pics, you'll see that it could be a tricky paint job for FSX - all that polish and then speed tape over the rivets...

https://www.facebook.com/photo.php?fbid=285206244970&set=a.285206024970.41532.166415684970&type=1&theater
(https://www.facebook.com/photo.php?fbid=285206244970&set=a.285206024970.41532.166415684970&type=1&theater)

Bomber_12th
April 23rd, 2012, 09:28
Absolutely gorgeous work there, Chris! I love all of the details that you have been able to incorporate.

fsxar177
April 23rd, 2012, 10:50
Chris,

#12 is looking fantastic. And I'm excited that your going to do #37, it is purdy!

Everything on my end is coming along pretty good also. So far!

Joseph

jessie r.
April 23rd, 2012, 11:14
Has any of the racer repaints been released anywhere?

CBris
April 24th, 2012, 06:00
Has any of the racer repaints been released anywhere?

I haven't finished on the Dave Eckert / Warwick Carter freeware model yet (conflict of interests with the real world) but if anyone has the Alphasim payware Texan, then I have half a dozen paints up on my website for free download: http://eagleskinner.com/otheraerodownloads.htm just scroll down the page a bit.

CBris
April 24th, 2012, 07:52
Here's a tease on "Thumper #12" - I am using a d-i-y environment map for this, so you'll see several "racers" reflected in circuit. All good clean fun!

63995

FSX68
April 26th, 2012, 16:55
Here's a tease on "Thumper #12" - I am using a d-i-y environment map for this, so you'll see several "racers" reflected in circuit. All good clean fun!

63995


That really nice. I can see the mirror like reflection in the prop cover.

:applause:

mgr
March 3rd, 2013, 01:21
Is there any update on this? This bird really needs and deserves a good repaint(kit).

Thx,

Marcel

skyhawka4m
March 3rd, 2013, 04:27
Is there any update on this? This bird really needs and deserves a good repaint(kit).

Thx,

Marcel



AGREED!

Helldiver
June 15th, 2014, 17:39
How do I get this AT-6? Is it available as a SNJ? I rode in plenty of them.
Maybe a "Yellow Peril" that the Blues used to have. That would be nice.

delta_lima
June 15th, 2014, 19:13
Yes, as per the earlier part of the thread:


It is the Warwick Carter, Mike Flahault, and David Eckert FSX-native AT-6 Texan. All of the files used can be found at Flightsim.com, by searching out the file names listed here:

Base/original aircraft files: fsds_t-6.zip
Update for original release: fsds_t-6update.zip
Repaint: saafhvd.zip




It's available on flightsim, plus John Terrel did some great SNJ paints. There is at least one yellow Pensacola-themed bird - again, a modern day warbird repaint, that I can recall. Most of the WWII era SNJ paints were bare metal, reflecting more current warbird schemes than necessarily how they flew in the 40s - but they're lovely, and to be gratefully appreciated.

The model is a standard Texan, but the dev team incorporated a brilliant little toggle (shift+1) that enables you to toggle - among other things, the tailhook. Yes, we all know there were differences between Texans and SNJs - but fans of FSX naval aviation will hopefully agree the compromise is a decent one - given the alternative of no other freeware, native, SNJ specific model. With the various .cfg and paint mods out there, it is a freeware gem of notable mention.

cheers,

dl