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Thread: Update Douglas_C-47_Beta_V3.14 feedback and support topic

  1. #51
    Quote Originally Posted by speedy70 View Post
    Mzee I brought this up with Jan re the seat colours and this is the reason he quoted.

    Yes, some VC textures needed to be changed because of the FSX bug that prevents bumpmaps to be used with the default ambient vclighting. Most important bumpmap stuff has therefore been placed on a special bitmap. It is called 'vvc_2bump.dds' and comes along with the bump and spec maps as well of course. The images for these items on the older bitmaps are therefore no longer used. They are still on the current 'vvc_1.dds' and 'vvc_4.dds' but obviously won't turn up in the V3.14 VVC anymore.

    Hope this explains OUR problem and gives you an answer.I also understand the matter is however being attended.

    Cheers Chris

    Thank-you, Chris.
    Trying to figure out why I could get everything but the seats and seatbelts changed to the black configuration was beginning to drive me and had me around in circles .

    I can now wait patiently for hopefully a new black VC compatible with the V3.14 ambient vclighting sometime in the future months, knowing this.

    Cheers,
    MZ

  2. #52
    Thanks also Chris, something new to learn every day.

    In the light of that, I have made a small fix.
    The textures are for Gordon's texture.blackint folder only which seems to be still a popular
    alternative choice.
    (I suppose they could be used to add black seats to any VC)
    Please find them attached.
    If you want to use them, unzip the folder and place the two files from it into texture.blackint.
    (The hint of brown that you see on the seat armrests is already in the blackint texture.)





    However, if you are seeing blue seatbelts in the daytime, you need to review your files.
    This is how Gordon's VC textures look with Jan's new vvc_2bump.dds file, this is
    without the attached fix.
    Not a hint of blue, which I expect is for the night lighting.

    Attached Files Attached Files
    Last edited by ncooper; March 1st, 2017 at 02:33.
    Regards,
    Nick

  3. #53
    Handy little fix Nick, it works great here.

    Thank you!
    - Jens Peter "Penz" Pedersen

  4. #54
    Mjahn,Thank you for taking the time. I did a test with handling the mixtures via VC levers. If I have them linked, there’s no problem.The difference in a/f occurs when I unlink the mixtures. In a normal climb, mixturesAR the a/f starts at 0.080. During the climb engine#2 stays at 0.080, the otherone slowly climbs to 0.096 at 4000 ft. After settling to cruise I am unable tomove mixture1 VC lever to AL, I have to adjust manually with hardware lever first toget it below the 0.090 and then it will move. Mixture2 is no problem. If I usemanual control of the mixtures, all works fine like V3.12. And yes I have calibratedthe mixture several times. Maybe important, I use FSUIPC for my controles.
    The otheritem that not just for me, but others I fly with at DC3 Airways also is thefact that with thehardware levers we cannotget to full rights and Idle, though the engines will stop.
    Roy

  5. #55
    With apologies for those who already are well aware of this with the intention of helping those that are not....

    The texture.cfg file explained a little.

    If you wish to add custom textures to an aircraft repaint, there are two choices, either
    simply add the custom textures to the aircraft repaint folder or use a custom texture.cfg file
    to direct the simulator to the desired files.

    Both FSX and P3D look for textures first in the aircraft repaint folder referenced in the aircraft.cfg file.
    If all the required textures are found there, it looks no further and displays the aircraft correctly.

    In the case of multiple aircraft repaints, it can be very expensive of disk space to have all the textures
    in every repaint folder, so instead it is common practice to place all the textures used by every repaint
    into one folder, usually named texture.

    Each repaint folder needs then only to have the textures in it that are different to all the other repaints.
    However, the simulator needs to be told where the remaining textures are and this is the purpose of the
    texture.cfg file.

    The standard format is

    [fltsim]
    fallback.1=..\texture This tells the simulator to look in the texture folder inside the aircraft folder
    fallback.2=..\..\..\..\Scenery\Global\texture This entry appears to make the simulator look in the simulator's main texture folder
    fallback.3=..\..\..\..\..\..\Scenery\Global\textur e This entry appears to make the simulator look in scenery\Global\texture

    The effect is progressive, thus if all the remaining textures are found in the aircraft folder texture folder, the simulator looks no further.
    If not, it will then look at the main texture folder and so on.
    If, as perhaps with Gordon's texture.blackint folder, those VC textures are to be added to multiple repaints, then the texture.cfg file
    will read thus

    fallback.1=..\texture.blackint (Of course, the texture.blackint folder must first be added to the aircraft folder)
    fallback.2=..\texture
    fallback.3=..\..\..\..\Scenery\Global\texture
    fallback.4=..\..\..\..\..\..\Scenery\Global\textur e

    and should be put into the repaint folder of any aircraft that you want to have his black VC.

    The reason that it introduces Gordon's VC textures over Jan's is that the simulator looks in texture.blackint first and finds everything but the seats.
    Then it looks in the aircraft texture folder and because it already has textures for Gordon's black VC, it ignores all Jan's VC textures, except the seats.
    Thus the seats are displayed as brown.
    It also finds all of Jan's textures that it needs for the night lighting.

    Placing the two black seat textures from my post above into the texture.blackint folder stops the simulator looking for the seat textures in the
    aircraft texture folder and so they display as black.

    I hope that this has helped to clear up some of the misunderstandings and that you will accept it in the spirit that it is offered.
    Regards,
    Nick

  6. #56
    Mjahn,Thank you for taking the time. I did a test with handling the mixtures via VC levers. If I have them linked, there’s no problem.The difference in a/f occurs when I unlink the mixtures. In a normal climb, mixturesAR the a/f starts at 0.080. During the climb engine#2 stays at 0.080, the otherone slowly climbs to 0.096 at 4000 ft. After settling to cruise I am unable tomove mixture1 VC lever to AL, I have to adjust manually with hardware lever first toget it below the 0.090 and then it will move. Mixture2 is no problem. If I usemanual control of the mixtures, all works fine like V3.12. And yes I have calibratedthe mixture several times. Maybe important, I use FSUIPC for my controles.
    The otheritem that not just for me, but others I fly with at DC3 Airways also is thefact that with thehardware levers we cannotget to full rights and Idle, though the engines will stop.Roy
    I fear your FSUIPC controlled hardware lever sets mixture levels that the C-47 automixture system cannot handle. Still trying to replicate your values, but so far drawing a blank. We have hardware mixture users among our beta team, but that kind of fault hasn't been reported. Perhaps check your FSUIPC mixture setup, especially for engine #1, FSX axis assignment etc.

  7. #57
    Nick, thanks for your black seat fix for GMAN's wonderful blackint VC, together with your texture.cfg tutorial that was very helpful.

    I'm not convinced that despite the methods identified to date, the blackint VC is being displayed 100% as intended in v3.14. The seats are now black and most of Gordon's VC appears to look fine, but it still does not look the same as in v3.12 from what I recall. I believe Gordon went to some length in producing various custom bumps and specs for his VC that introduced some subtle and tasteful lighting, shading and shine for certain parts of the VC. I don't appear to see these now. For example, if you look at the co-pilot seat frame and pedestal wear effects in Gordon's VC, the presentation now looks rough and pixelated (in FSX) in comparison to what I recall from v3.12 and it may well be that some of these effects are not being applied as intended in the v3.14 update.

    What I did as a temporary fix until a better remedy materializes, is:

    Deleted all files from Gordon's blackint folder except for the 18 files you previously identified as being necessary (panel,noseout, padding, vvc_1-11, etc).
    Added your 2-file fix for the black seats.
    Used the 4-line code for the texture.cfg to be placed in the individual livery folders.

    While still not 100%, to my eye this looks like a more presentable compromise in getting Gordon's VC to show properly in v3.14 while smoothing out some of the rough edges noted above.

    I'm loathe to suggest something like the above that alters the work and intended result of the original author, but again, as a temporary measure, this worked for me and hope the suggestion is received in the spirit intended.

  8. #58
    Quote Originally Posted by Gooneybird565 View Post
    @Bjoern,
    Not a specialist on that subject, but C-47 is just but the military version of the DC-3, thus few differences.
    The astrodome was used for navigation with a tool most sailors did know pretty well, the sextant...
    Most DC-3's and C-47 were fitted with 1200HP engines, whereas some military versions were fitted with more powerful ones (1350HP I believe).
    Well, yes, there's little superficial difference, but still enough to question whether performance is identical or not.
    Just look at the dimensions of both types on Wikipedia. The C-47 has longer span, but is shorter (cutoff tailcone for towing shackles) and weighs more (although I guess that the operational empty weight with seats and galley of a DC-3 is much in the same range).

    I can't find the source of information about the wingtip extension or much more about any differences, so I'll probably have to dig up a book about the aircraft series and skim it for clues.

  9. #59
    Has anyone done a Chicago Southern Airlines paint for this yet? Also where can I get this updated version?
    Thanks

  10. #60
    Quote Originally Posted by TeiscoDelRay View Post
    Has anyone done a Chicago Southern Airlines paint for this yet? Also where can I get this updated version?
    Thanks
    http://www.sim-outhouse.com/sohforum...22428&catid=37


    repaint i do not know

  11. #61

    v1, v2 callouts on landing

    for some reason i always get the v1,v2, we are committing aviation callouts right after touchdown on landing, instead of during the takeoff roll. i think i'm doing all the checklists properly?! at first i thought maybe it was because i forgot to wait for the engine warmup.. but i was careful to wait for that the last few flights and i still get it.

    cheers
    -andy crosby

  12. #62
    That seems to happen if you don't turn on the pilots' voices right at the
    beginning of your flight.
    You don't have to use the checklist to hear the callouts but as you have noticed,
    if you don't hear the take off callouts when you are taking off, you will hear them
    instead when you land.
    If you were then to take off again, the callouts will have reset themselves and you
    should hear the V1 etc as you take off.

    It can be quite useful to assign a key to the Aircraft (Reload) command.
    Doing this after the aircraft is loaded into the FSX and before you start either
    the voices or the checklist will set everything back to the beginning and hopefully
    let it all work properly.
    I use the (letter) O key, as it doesn't have a function that is of any other use to me.
    Regards,
    Nick

  13. #63
    Quote Originally Posted by TeiscoDelRay View Post
    Has anyone done a Chicago Southern Airlines paint for this yet? Also where can I get this updated version?
    Thanks
    Looks like I will be painting the Chicago Southern.

  14. #64
    That's wonderful thank you but there is already a repaint topic.
    Regards,
    Nick

  15. #65
    SOH-CM-2021 BendyFlyer's Avatar
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    Feedback - no issues whatsoever so far, none. With operations, menus, sub-menus, controls or performance, does as advertised. What more can I say! The DC-3 C-47 has come back to life and this is simply outstanding.

  16. #66

    Parachute drop help

    Help, unable to activate parachute jump. I'm using FSX have done everything according to manual: Open door 4 while still on the ground, enable callouts and parachuting on the clipboard, kept red/green light switches off until it's time, fly level at 800ft while keeping speed below 110kias.

    Red light on nothing happens & no voices. Switches are showing fasten seatbelt & no smoking not labelled as jump switches.

    Really enjoy the a/craft but would also like to enjoy use of the parachute drop

    Appreciate any help to sort this prob.

    Thanks

  17. #67
    Quote Originally Posted by MZee1960 View Post
    Hi guys,
    I may be just nit picking here, but although I never tried the wiper feature at all ever before - just by fluke I clicked the wiper switch on my last flight and discovered all works well (sound, animation) in all interior VC views, but I am only getting sound in exterior aircraft spot view - no animation. No big deal, but just thought I would mention this in this devoted thread. MZ
    Thank you, it's in the works.

    (Also working on checklist "completed" calls, revised chocks visibility code, multiplayer concerns. More soon.)

  18. #68
    Quote Originally Posted by baz11 View Post
    Help, unable to activate parachute jump. I'm using FSX have done everything according to manual: Open door 4 while still on the ground, enable callouts and parachuting on the clipboard, kept red/green light switches off until it's time, fly level at 800ft while keeping speed below 110kias.

    Red light on nothing happens & no voices. Switches are showing fasten seatbelt & no smoking not labelled as jump switches.

    Really enjoy the a/craft but would also like to enjoy use of the parachute drop

    Appreciate any help to sort this prob.

    Thanks

    Hi,

    A couple of points. I assume you are using the Paratroop version of the aircraft. Make sure that all the effects and effects textures have been installed. The Paratroop version should be showing "Red Light" and "Green Light" switches in place of the "Fasten Seatbelt" and "No Smoking" switches. There is a bug in this version that makes the Fasten Seatbelt and No Smoking labels appear at night when the blue fluro light is switched on. See post #6 in this thread for an explanation and some replacement files to fix that issue. The lights will still work for the paratroopers without this fix, it will just fix the labelling when the fluro light is on.

    http://www.sim-outhouse.com/sohforum...=1#post1069763

    Start on the ground and open the checklist window (Shift+5) and click on cold and dark to reset everything. Open door 4 (Shift+E and 4) and leave it open for the flight. Select the co pilot and paratrooper selections on the first page of the checklist. This should automatically turn the intercom switch on (up). Leave the jump lights off until airborne and ready to drop. Run through the checklists and take off.

    Climb to at least 800 Feet. I have dropped from 3000 feet so anything above 800 is fine. When almost at the jump site, about 2 minutes before the drop, turn on the "Red light", and you will hear the jump master shouting his instructions. You will hear him shout a bit and then shout "1 minute". After this 1 minute has then passed turn the "Green light" on and you will hear (and see from external view) the paratroopers exiting the plane.

    Things you must do just before and during the drop:

    - Maintain an indicated airspeed of 110 knots.

    - maintain a straight and level, or slightly nose high attitude. Maintain a constant altitude and gyro heading.

    - throttle back left engine to approximately 12 - 13 Hg to avoid severe shock to the jumpers from prop blast.

    - advance right throttle to maintain jump attitude.

    For these last two points I actually start with a speed slightly higher than desired, then throttle back both engines to the 12 Hg, and let speed decrease slightly to around 110 knots before switching the green light on for the signal to jump. It doesn't have to be exactly 110 knots, just around that speed.

    Cheers,
    Last edited by scotth6; March 2nd, 2017 at 05:09.
    "Try to stay in the middle of the air. Do not go near the edges of it. The edges of the air can be recognized by the appearance of ground, buildings, sea, trees and interstellar space. It is much more difficult to fly there".

  19. #69

    Parachute drop help

    Quote Originally Posted by scotth6 View Post
    Hi,

    A couple of points. I assume you are using the Paratroop version of the aircraft. Make sure that all the effects and effects textures have been installed. The Paratroop version should be showing "Red Light" and "Green Light" switches in place of the "Fasten Seatbelt" and "No Smoking" switches. There is a bug in this version that makes the Fasten Seatbelt and No Smoking labels appear at night when the blue fluro light is switched on. See post #6 in this thread for an explanation and some replacement files to fix that issue. The lights will still work for the paratroopers without this fix, it will just fix the labelling when the fluro light is on.

    http://www.sim-outhouse.com/sohforum...=1#post1069763

    Start on the ground and open the checklist window (Shift+5) and click on cold and dark to reset everything. Open door 4 (Shift+E and 4) and leave it open for the flight. Select the co pilot and paratrooper selections on the first page of the checklist. This should automatically turn the intercom switch on (up). Leave the jump lights off until airborne and ready to drop. Run through the checklists and take off.

    Climb to at least 800 Feet. I have dropped from 3000 feet so anything above 800 is fine. When almost at the jump site, about 2 minutes before the drop, turn on the "Red light", and you will hear the jump master shouting his instructions. You will hear him shout a bit and then shout "1 minute". After this 1 minute has then passed turn the "Green light" on and you will hear (and see from external view) the paratroopers exiting the plane.

    Things you must do just before and during the drop:

    - Maintain an indicated airspeed of 110 knots.

    - maintain a straight and level, or slightly nose high attitude. Maintain a constant altitude and gyro heading.

    - throttle back left engine to approximately 12 - 13 Hg to avoid severe shock to the jumpers from prop blast.

    - advance right throttle to maintain jump attitude.

    For these last two points I actually start with a speed slightly higher than desired, then throttle back both engines to the 12 Hg, and let speed decrease slightly to around 110 knots before switching the green light on for the signal to jump. It doesn't have to be exactly 110 knots, just around that speed.

    Cheers,
    Hi & many thanks for your detailed instruction.

    Followed it exactly as you instructed, unfortunately without any success still no Jumpmaster instructions & no Paras.

    Checked properties on the effects to be added & noticed they were blocked for some reason, unblocked them but still no success, looked for Jumpmaster sounds in the sound folder but couldn't find any, should they show in the sound folder ?

    Got me stumped at the moment.

    Thanks again for your help & any other suggestions you have would be appreciated.

    Regards

  20. #70
    Really great aircraft, will there ever be a civil version of this (DC-3). I flew on an Ozark DC-3 from Cedar Rapids to Chicago when I was a kid and always hoped for a great version of this plane to come to flightsim.

  21. #71
    Quote Originally Posted by TeiscoDelRay View Post
    Really great aircraft, will there ever be a civil version of this (DC-3). I flew on an Ozark DC-3 from Cedar Rapids to Chicago when I was a kid and always hoped for a great version of this plane to come to flightsim.
    Still waiting for a demilitarized version myself. Got something to pass the time though.
    http://www.sim-outhouse.com/sohforum...-DC-3-Enhanced

  22. #72

    Seatbelt Colors in V3.14 VC ...

    I have successfully changed the seat color in the V3.14 VC from the default brown to black as well as adapted the interior VC colors to black, blue and green using the 'fallback' method and Nick's '2 file fix' outlined above, and in this post :
    http://www.sim-outhouse.com/sohforum...=1#post1070171

    My question is, however, is there now a way of changing the color of the seatbelts from the blue to another color such as grey, or black to also go along with the brown (or black) seats, as we had in the previous version of this fine aircraft ?

    ( For example : http://www.sim-outhouse.com/sohforum...=1#post1035482 )

    Cheers,
    MZ.

  23. #73
    Hello,

    actually, the seat belts on the black seats are black and white.
    It is fairly easy to vary the seatbelt colour, it involves a little editing of the
    new vvc_2bump.dds file and Jan has made it very easy to see which parts
    you need to edit.

    Here, I have made the brown seat seat belt black and white also.
    If you would like that file, it is attached.
    If you would like other colours, you might like to experiment yourself.
    (Thanks to EZdok for the camera angle)



    I saw your screen shot and the seat belts were a very vivid blue.
    For me they are a much more subdued colour as Jan made them.
    It may be different settings, all the blue items in your VC look more vivid, though mine
    (settings) are perhaps a little too subdued.

    Attached Files Attached Files
    Last edited by ncooper; March 6th, 2017 at 14:40.
    Regards,
    Nick

  24. #74
    Quote Originally Posted by ncooper View Post
    Hello,

    actually, the seat belts on the black seats are black and white.
    It is fairly easy to vary the seatbelt colour, it involves a little editing of the
    new vvc_2bump.dds file and Jan has made it very easy to see which parts
    you need to edit.

    Here, I have made the brown seat seat belt black and white also.
    If you would like that file, it is attached.
    If you would like other colours, you might like to experiment yourself.
    (Thanks to EZdok for the camera angle)



    I saw your screen shot and the seat belts were a very vivid blue.
    For me they are a much more subdued colour as Jan made them.
    It may be different settings, all the blue items in your VC look more vivid, though mine
    (settings) are perhaps a little too subdued.


    Thank-you, very much for this file Nick. I will try it out tomorrow, but it looks great ! ' Exactly what I was after ' .... based on your pics above.

    Cheers,
    Milan.

  25. #75

    Seatbelts in V3.14 VC ....

    This color works beautifully ! Thank-you, Nick .



    As I am no painter, just one more bother if I may .... Please would it be possible to also give us files (similar to the ones you kindly provided to us in post #52 above), but which would have black seatbelts with the black seats ?

    Cheers,
    MZ.
    Last edited by MZee1960; March 7th, 2017 at 18:15.

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