MV22B Rel1.0 released - Page 9
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Thread: MV22B Rel1.0 released

  1. #201
    The video noted 360 MPH, not Knots Indicated Airspeed. At Sea Level, the Max Speed on a V-22 is 275KIAS which comes out to 316MPH and around 300KIAS at 15000ft which is 345MPH. Depending on conditions, your indicated airspeed on low level runs will vary but bear in mind that the 275KIAS Max speed at Sea Level is a limitation on the prop rotors(torque & RPM) and Maximum Continuous Power settings (keep the temps in the green). Add the weight of full and troops & gear, the max speed limit drops even more (depending on the conditions). In High/Hot conditions, a regular helicopter is seriously challenged in being able to takeoff and land vertically. The V-22 has an advantage in STOL mode but in Vertical Mode in those conditions, it has much greater limitations than say a CH-46, CH-47 or CH-53. The other thing is that the V-22 will not Auto-Rotate like a helicopter. If somehow power was lost on both engines, it has a limited glide/auto-rotate capability but those blades windmilling are going to be very draggy so it's going to come down fast and hard. As already mentioned, if you lose and engine and the interconnecting power transfer is successful, you can't land vertically on one engine even in the best of conditions. The V-22 is an awesome machine but the risk (and cost) on it is still very high.

    [SIGPIC][/SIGPIC]

  2. #202
    Quote Originally Posted by davido53 View Post
    According to the video the a/c will do 360 kts

    fastest I've gotten it up to is 260

    that was pretty low level though
    Well, that's a trick used by most aircraft sellers! Mind you that the true airspeed (TAS) of the MV-22 flying 260 knots indicated airspeed (IAS) at flight level 260 or 26000 feet is 368 knots at ISA standard temperature (-37°C). That's where the number comes from.

    The IAS, however, is the only thing you can MEASURE on an aircraft (from total pressure minus static pressure), the TAS is something that the aircraft's computer can calculate from IAS, temperature and altitude. You airspeed indicator will allways show IAS, as that is the aerodynamically relevant information, for instance in regards to stall or overspeed.

    Best regards,

    Seawing

  3. #203

  4. #204
    AI model next to the 'real thing'....MAIW did a good job!

    Attached Thumbnails Attached Thumbnails qqqq.jpg  

  5. #205
    Uploaded the vc texture mod to sim-outhouse.

    should be available soon at http://www.sim-outhouse.com/sohforum...7&linkid=22530

    Thanks again to Kalong, Rob, Letourn, and team for this great model!






  6. #206
    Quote Originally Posted by kdfw View Post
    Uploaded the vc texture mod to sim-outhouse.

    should be available soon at http://www.sim-outhouse.com/sohforum...7&linkid=22530

    Thanks again to Kalong, Rob, Letourn, and team for this great model!
    Very nice work kdfw! Thanks for sharing

  7. #207
    Hey Postbaer61,I am having 2 problems with the sling loads 1st problem is, I can't get the sling load wire to appear, and 2nd problem is when, I choose the water tank sim object using aicairrers,I get an error something about it couldn't create the object,anyway,I would greatly appreciate some help,BTW do you have to save the game to have the sling load wire appear when you start up again?thanks


    in aircraft.cfg
    [yaw_string]
    yaw_string_available=1
    [Sling.0]
    hoist_extend_rate = 5 //Feet per second
    hoist_retract_rate = -5 //Feet per second
    position = 0.0, 0.0, -5.0 //Feet from datum
    max_stretch = 2.0 //Max stretch distance at ultimate load
    damping_ratio = 0.6 //0 for no damping to 1.0 for critically damped.
    rated_load = 10000 //Characteristics tension of cable in pounds
    ultimate_load = 25000 //Breaking force in pounds
    tolerance_angle=70 //Angle, in degrees, used to determine lateral breaking force limit
    auto_pickup_range = 15 //Max Range, in feet, for auto-pickup
    auto_pickup_max_speed = 10 //Maximum speed (feet per second) for auto-pickup
    hoist_payload_station = 5 //Payload station in which the hoist will load in and out of. 1 is first station.
    hoist_door=4 //Door associated with hoist. Must be open for use.
    [Sling.1]
    position = 1.0, 0.0, -5.0 //Feet from datum
    max_stretch = 2.0 //Max stretch distance at ultimate load
    damping_ratio = 0.75 //0 for no damping to 1.0 for critically damped.
    rated_load = 10000 //Characteristics tension of cable in pounds
    ultimate_load = 25000 //Breaking force in pounds
    tolerance_angle=70 //Angle, in degrees, used to determine lateral breaking force limit
    auto_pickup_range = 15 //Max Range, in feet, for auto-pickup
    auto_pickup_max_speed = 10 //Maximum speed (feet per second) for auto-pickup

    in aicarriers
    [formation.0]
    title=water_tank_sm
    unit.0=water_tank_sm, 0, 0
    [formation.1]
    title=pallet_of_Boxes_sm
    unit.0=pallet_of_Boxes_sm, 0, 0
    [formation.2]
    title=Generator_sm
    unit.0=Generator_sm, 0, 0
    [formation.3]
    title=Humvee_sm
    unit.0=Humvee_sm, 0, 0

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  8. #208
    Hey PhantomP ,

    Problem1:
    hit Ctrl+U to activate (you will need to wait about 10 seconds)then use the j and k keys to extend or retract the cable
    ( j key need a moment to get visible the sling)
    If the cable breaks, you have to reload the aircraft.

    Problem2:
    try this liftable objets from Hovercontrol.com

    http://www.hovercontrol.com/cgi-bin/...t=zip&bool=and

    i think water tank sim object was from this pack and not from acceleration pack

    Cheers
    Bluebear

  9. #209
    Yep that did the trick,Thanks it's too bad you can't use 2 versions of AIcarriers at the same time that way you could spawn a carrier,and take a sling load out to it.

  10. #210
    Member letourn's Avatar
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    Quote Originally Posted by PhantomP View Post
    Yep that did the trick,Thanks it's too bad you can't use 2 versions of AIcarriers at the same time that way you could spawn a carrier,and take a sling load out to it.
    Of course you can. When in cockpit, Find the executable file of the aicarrier version you are using double click on it. Now you have two Aicarrier working. you can start more than two if you want.

  11. #211
    Quote Originally Posted by letourn View Post
    Of course you can. When in cockpit, Find the executable file of the aicarrier version you are using double click on it. Now you have two Aicarrier working. you can start more than two if you want.
    Thanks for the advice,I will give it a try.

  12. #212
    KDFW , thank you for the mods you uploaded here. They are fantastic. Here is a WIP from a fictional painting I found on the net.

    Bill
    Attached Thumbnails Attached Thumbnails WIP.jpg  

  13. #213
    I have to say that this is one of my favorite aircraft for FSX,it's simply beautiful thanks to Kalong,KDFW,Rob B,and everybody who had a hand in on making this awesome edition to FSX.

  14. #214
    Quote Originally Posted by Postbaer61 View Post
    Hey PhantomP ,

    Problem1:
    hit Ctrl+U to activate (you will need to wait about 10 seconds)then use the j and k keys to extend or retract the cable
    ( j key need a moment to get visible the sling)
    If the cable breaks, you have to reload the aircraft.

    Problem2:
    try this liftable objets from Hovercontrol.com

    http://www.hovercontrol.com/cgi-bin/...t=zip&bool=and

    i think water tank sim object was from this pack and not from acceleration pack

    Cheers
    Bluebear
    Works great, never used that before ....

    Just a pity that FSX-Accel (P3D ?) doesn't add the weight of the object to the specified payload station UNTILL the object is taken into the aircraft.
    So when the object is hanging on the cable outside the aircraft in the air, there's no effect on the FDE.
    I could mimick that during VTOL flight, IF ONLY I could read the weight of the object in my XML gauge; which I can't, unfortunately.

    So it's really only a visual "gimmick", but still fun to use .....

    Cheers, Rob

  15. #215
    SOH-CM-2024 WarHorse47's Avatar
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    Quote Originally Posted by flewpastu View Post
    KDFW , thank you for the mods you uploaded here. They are fantastic. Here is a WIP from a fictional painting I found on the net.

    Bill
    Nice. Got a link? I haven't found a single addon texture as yet, but I know lots of folks are working on them.

    Thanks in advance.
    -- WH

    If at first you don't succeed, try, try,try again. ... or go read the manual.

  16. #216
    No problem WH , I'll finish it up this weekend sometime and upload it here at outhouse . Keep in my mind that this is a fictional repaint , found an artist rendition of this repaint . I just like the colors

    Bill

  17. #217
    Quote Originally Posted by WarHorse47 View Post
    Nice. Got a link? I haven't found a single addon texture as yet, but I know lots of folks are working on them.

    Thanks in advance.
    letourn work
    http://www.fsdeveloper.com/forum/thr....439626/page-3

    post #48

  18. #218
    SOH-CM-2024 WarHorse47's Avatar
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    Quote Originally Posted by kalong View Post
    Yes. Thanks. Not the same as flupastu posted. Perhaps it is one of the textures he's working on??

    Apparently, letourn and DaveWG are also working on some others but have not released them yet.
    -- WH

    If at first you don't succeed, try, try,try again. ... or go read the manual.

  19. #219
    Member letourn's Avatar
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    WH yes sorry too much work right now. Maybe in a week, I will be able to post them all. Here is a work in progress for the 163-00-13 if you want try.

    https://drive.google.com/file/d/0ByD...ew?usp=sharing

    kdfw: Great Job on the night textures!

    Those are WIP;

    VMM-163
    VMM-262
    VMM-264
    VMM-265
    VMM-266
    VMM-268
    VMM-363
    VMM-365

    High and Low Vis per squadron





  20. #220
    Letourn, great job on the repaints for this bird. I also noticed the attention to detail on the lines etc that you added. Excellent job . Great repaints, Thank you

    Bill

  21. #221
    Quote Originally Posted by letourn View Post
    WH yes sorry too much work right now. Maybe in a week, I will be able to post them all. Here is a work in progress for the 163-00-13 if you want try.


    kdfw: Great Job on the night textures!

    Those are WIP;

    VMM-163
    VMM-262
    VMM-264
    VMM-265
    VMM-266
    VMM-268
    VMM-363
    VMM-365

    High and Low Vis per squadron




    thanks, looking forward to your new paint jobs.

  22. #222
    SOH-CM-2024 WarHorse47's Avatar
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    Quote Originally Posted by letourn View Post
    WH yes sorry too much work right now. Maybe in a week, I will be able to post them all. Here is a work in progress for the 163-00-13 if you want try.

    https://drive.google.com/file/d/0ByD...ew?usp=sharing

    kdfw: Great Job on the night textures!

    Those are WIP;

    VMM-163
    VMM-262
    VMM-264
    VMM-265
    VMM-266
    VMM-268
    VMM-363
    VMM-365

    High and Low Vis per squadron




    No problem. Thank you.
    -- WH

    If at first you don't succeed, try, try,try again. ... or go read the manual.

  23. #223
    +1 as well on the paints and the "kdfw" VC mods, the kalong's model is only getting better with the help of some true specialists.
    Fly Navy/Army
    USN SAR
    DUSTOFF/ARMY PROPS

  24. #224

    V-22 Navigation Light Strobe Mod

    Hey Guys I made a Navigation strobe effect for the V-22 if anyone wanted to try it out.
    I've noticed on a few videos of the "real-world" Osprey that its Navigation lights flash when the engine is about to start up or after engine shutdown.
    Few videos if you dont know what I'm talking about:
    www.youtube.com/watch?v=j3hHeXaNlDU @0:00
    www.youtube.com/watch?v=Zm6omnJkHHY @0:00
    www.youtube.com/watch?v=xGQh7dGXBX0 @1:54
    www.youtube.com/watch?v=UPV0mwbn3ck @0:13

    I dont know how to attach a light effect to a model, so I put it in the center of the nacelles instead, so it looks like it is still attached (somewhat at least). Strobe effect is controlled with the "strobe" switch in the VC.
    You can download the mod here: http://www.sim-outhouse.com/sohforum...8&linkid=22533
    Open the README for installation.


  25. #225
    Quote Originally Posted by Josh/Heater View Post
    Hey Guys I made a Navigation strobe effect for the V-22 if anyone wanted to try it out.
    I've noticed on a few videos of the "real-world" Osprey that its Navigation lights flash when the engine is about to start up or after engine shutdown.
    Few videos if you dont know what I'm talking about:
    www.youtube.com/watch?v=j3hHeXaNlDU @0:00
    www.youtube.com/watch?v=Zm6omnJkHHY @0:00
    www.youtube.com/watch?v=xGQh7dGXBX0 @1:54
    www.youtube.com/watch?v=UPV0mwbn3ck @0:13

    I dont know how to attach a light effect to a model, so I put it in the center of the nacelles instead, so it looks like it is still attached (somewhat at least). Strobe effect is controlled with the "strobe" switch in the VC.
    You can download the mod here: http://www.sim-outhouse.com/sohforum...8&linkid=22533
    Open the README for installation.

    Hey Heater,I am a little confused about your strobe light mod,do,I add the
    light.x =3, -34.00, -9.00, 4.00, fx_navwhi
    light.x =2, -34.20, -9.00, 4.00, fx_v22_strobe
    light.x =2, 2.00, -25.30, 6.00, fx_v22_strobered
    light.x =2, 2.00, 25.30, 6.00, fx_v22_strobegreen
    to the lights that are already there? or do,I need to erase the whole lights section,and just add your lights?Thanks

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