Beta 2 released to the testers, expect feedback soon:ernae:
Beta 2 released to the testers, expect feedback soon:ernae:
I'm with the FAA and I'm here to help you.....................Now gimme a hug!
I did note in the first beta presented that the CG was way off, something in the translation to the new model, the CG was at the leading edge, rather than near the 25% MAC, which probably accounts for some wierd pitch tendency. I had not provided and tested a specific new FDE for the new model, so I expect some translation of coordinates was responsible. Because of the great number of variants, the original betas for each often rely on a previous version and then have to be modified to fit. Takes a while, so Beta comments on stuff we have missed is great.
Just sent Milton a new set of files this morning, which should fix a few more minor issues.
Cheers: Tom
Try this: Also flap lift reduced slightly to allow a slightly more nose up landing attitude.
T
As was brought up earlier with regards to the trim tabs and elevator; the tab moves in the opposite direction to the control surface. The issue arises because FSX adds a pitch or yaw moment in reaction to the tab application, and the animation generally moves the tab. For an aircraft at rest this looks OK, however in flight the tab should displace the flight control, ie. down elev tab should result in up elevator. Not even some recent high end payware aircraft have figured this out currently. For aircraft with hydraulic controls it might work to animate the elevator deflection to have an additive to the manual position input. At autopilot cruise the plane in animation is really flying off the tabs and not the elevator position.
Bit of an issue, due to the way FS treats elevators.
T
I'm really enjoying this
Just a comment on the props where the vertices of the prop model can be seen, I believe that if the texture is a little smaller than the prop diameter you will lose the polygonal appearance at the circumference.
SYSTEM :
OS:Win7 Home Premium 64 bit UAC OFF!
DX version Dx10 with Steve's Fixer.
Processor:I5 4670k overclocked to 4.4 gHz with Corsair CW-9060008-WW hydro cooler
Motherboard:Z87
RAM:16 gig 1866 gigaHz Corsair ram
Video Card:MSI 1070 8 gig ram
HD:2Tb Samsung 850 evo SSD
To err is human; to forgive is divine
Updated propeller texture which I forgot to include
I'm with the FAA and I'm here to help you.....................Now gimme a hug!
so how is it around the carrier?
Pretty stable deck approach at about 85 knots. Mostly tested aboard Nimitz, but some aboard straight deck Valley Forge.
T
I'm going to plug the numbers into VLSO and try it out when its ready - it sure looks good to a Grumman fan
Euro:
Noticing with the right light angle a reflection off of the engine, looking as if has a glass window across the cowl opening, remains with the engine shutdown.
Will check it out first thing in the morning. One thing I can't get to work is the mouse react for the recog/searchlight, its animated in sim but no mouse reactions to it..will check that out as well. Keep up the great work gents.
I'm with the FAA and I'm here to help you.....................Now gimme a hug!
Anyone else not getting any movement with the inner flaps?
T
The updated MDLs for the exterior and VC has the animated inner flaps. If not, I uploaded the updated MDLs. If still not working, I will check into it.
I'm with the FAA and I'm here to help you.....................Now gimme a hug!
Thanks! Always possible to be an edition behind.
With regards to the issue of a plane climbing uncontrollably without response to trim. This CAN occur if starting out on a runway with Autopilot alt hold engaged (guess how I know this???). The autopilot runs the trim full up to gain the set altitude and does not reapond to manual trimming....
Cheers: T
Looks great so far, about time we got an FSX native Stoof. My only question is, will the console underneath the GPS be textured? That Garmin looks a bit out of place on the S-2, and I'd prefer to comment that gauge out on my plane.
No problem. In the panel.cfg, vcockpit04 section, you can add/delete anything you want, as you can on any panel in the cockpit on this aircraft. The texture is console.bmp. Add "//" as shown in the below example to remove the gps.
[Vcockpit04]
file=console.bmp
Background_color=0,0,0
size_mm=1024,1024
visible=1
pixel_size=1024
texture=$console
gauge00=ST_Tracker!AP Panel, 539,21,235,208
gauge01=ST_Tracker!AP Power Panel, 539,229,235,79
gauge02=ST_Tracker!Radio NAV2 an-arn14, 774,110,235,89
gauge03=ST_Tracker!Radio UHF2 panel, 774,334,235,190
gauge04=ST_Tracker!Trim Panel, 539,396,235,217
gauge05=ST_Tracker!Panel Console Lights, 774,21,235,89
gauge06=ST_Tracker!Panel Stall Test, 774,524,235,89
gauge07=ST_Tracker!Panel AP Add, 539,308,235,89
gauge08=ST_Tracker!SW Panel Blank2, 774,197,235,137
gauge09=//fs9gps!gps_500, 14,18,481,397
gauge10=ST_Tracker!magcompass, 148,890,103,97
Is it possible that the upper (overhead) console could be made to appear clearer. The labels and switches are fuzzy/blurry when compared to the mail console.
Attachment 69149
Also some other fixes/additions requested: View out from small window (circled in yellow) and functional controls (circled in yellow)
Attachment 69152
Attachment 69150
euroastar,
Thanks again for all your efforts. :-)
The elevator trim works fine.
The flaps work just fine.
Yes, the searchlight switch does not respond.
The only thing I see is that the seat adjusters on each side of the seat cushions need to be lowered.
This was one of my suggestions with the first round of checks last week. I could not find the correct texture for the overhead. Yes, there is an overhead texture, however it does not contain any of the labels, switches, graphics shown in the sim. I was going to redo it myself but no luck. It needs to be done in at least 2048x2048. Most of the ones I've redone on other ports are even larger at 4096x4096 and are super crisp in-sim.:salute:
USAF Retired, 301st Fighter Wing, Carswell AFB, Texas
My SOH Uploads: http://www.sim-outhouse.com/sohforum...erid=83&sort=d
Current System Specs:
FSX/Accel | Windows10 64bit
Motherboard: MSI760GM-E51(MS-7596)
CPU: 3.9GHz AMD FX-4300 Quad-Core | RAM: 16GB DDR3 1333
GPU: NVidia GTX 970 (4GB GDDR5)
The overhead texture is in the main texture folder. I can provide a UVW template if anyone wishes to do one at high resolution. As for the other issues, I will continue to work on them later today.
I'm with the FAA and I'm here to help you.....................Now gimme a hug!
The texture in the texture folder is for the exterior model, not the VC.
For the VC, the wing panels and overhead setup is as follows:
Texture = overhead.bmp for the VC is in the Panel Folder.
The left wing panel is on the bottom right of that texture.
The gauges have the textures on them and are in the ST_Tracker.cab folder.
The gauge for the left wing panel is SW Panel Eng Controls.
If you open that XML gauge in the cab file, you will see the first texture is Sw panel Eng Controls.bmp
Open that bmp to see the texture and text for the left wing panel.
That texture is sizeable for a gauge.
So, if you can sort that out to improve resolution, please do.
I am attaching a 2048 template for the overhead.
USAF Retired, 301st Fighter Wing, Carswell AFB, Texas
My SOH Uploads: http://www.sim-outhouse.com/sohforum...erid=83&sort=d
Current System Specs:
FSX/Accel | Windows10 64bit
Motherboard: MSI760GM-E51(MS-7596)
CPU: 3.9GHz AMD FX-4300 Quad-Core | RAM: 16GB DDR3 1333
GPU: NVidia GTX 970 (4GB GDDR5)
Bookmarks