"Complete" Miltonís and Co. Republic XP-47J for CFS2.zip
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Thread: "Complete" Miltonís and Co. Republic XP-47J for CFS2.zip

  1. #1

  2. #2
    If there is interest, I would be happy to make the job easier with any mods, or by supplying the gmax source. Just let me know. :-)
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  3. #3

    NIce Job Milton & Crew

    Beautiful aircraft Milton.

    The initial conversion seems to come off without any major glitches. Only the usual texture conversions, airfile, gauges and such.

    Attachment 9068

    Is it ok to upload what I have so far?
    Then possibly others can finish detailing it to CfS2 specs.

    Thanks Again Milton,
    Dave

  4. #4
    Quote Originally Posted by dvslats View Post
    Beautiful aircraft Milton.

    The initial conversion seems to come off without any major glitches. Only the usual texture conversions, airfile, gauges and such.

    Attachment 9068

    Is it ok to upload what I have so far?
    Then possibly others can finish detailing it to CfS2 specs.

    Thanks Again Milton,
    Dave
    Of course; please include original docs and credits (can be in separate Docs folder), and be certain to credit your own work.

    Let me know if you need anything.
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  5. #5
    Quote Originally Posted by Milton Shupe View Post
    Of course; please include original docs and credits (can be in separate Docs folder), and be certain to credit your own work.

    Let me know if you need anything.
    Understood Milton, will do.

  6. #6
    Ok then,

    Just uploaded a quick and dirty conversion of the Xp-47J. It still needs Cfs2 gauges added and some minor tweeks to the dp file.
    She'll fly just fine with an air file by Gramps and a close fitting damage profile from the same.

    Sorry it's half baked, but I have one very important thing to do today. Go fishing. A cold front is coming thru and the conditions are perfect for some rock bass.

    Cheerz, Dave

  7. #7

    Partial Coversion Of Milton Shupe And Teams XP-47J.zip


    A new entry has been added to Add-Ons Library, category CFS 2 Aircraft - American

    Description: Partial conversion of Milton Shupe and Teams XP-47J

    The textures in this folder are already converted for use in cfs2, contact points dampening ratio set to cfs2 standards, and tail wheel set.

    Barrowed and used files are:

    > Aifile by Anthony Sulinger

    > Dp file by Anthony Sulinger and Krazy

    > Prop texture by Kristof Malinowski

    What this package is in need of:

    ! Gauges in both the 2d panel and virtual cockpit. ===> Use Cfgedit
    ! Adjustments in the dp file for weapons locations and the removal of 1 set (2) of .50 caliber guns. ===> Dped
    ! Adjustments off the gun muzzle flash. ===> Dped

    This is a quick and dirty conversion so there may be other adjustments needed. ;-)

    Enjoy, Dvslats

    To check it out, rate it or add comments, visit Partial Coversion Of Milton Shupe And Teams XP-47J.zip
    The comments you make there will appear in the posts below.

  8. #8
    Charter Member 2011
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    Hello Dvslats

    I sent you a message about DP file.

    FranÁois

  9. #9

    Icon22 Reply...

    Dvslats,

    Great work so far! If you need me to make any modifications to the package, just let me know.
    "Rami"

    "Me? I'm just a Sea of Tranquility in an Ocean of Storms, babe."

    My campaign site: http://www.box.net/shared/0k1e1rz29h
    My missions site: http://www.box.net/shared/ueh4kazk3v
    My scenery site: http://www.box.net/shared/knb1l0ztobhs2esb14rb

  10. #10
    Greets fde_bressy & Rami,

    Message received fde_bressy. I have sent a reply. Please check.


    Great work so far! If you need me to make any modifications to the package, just let me know.
    That's a generous offer! Every little bit helps.
    But my request would be the mother load of all requests. An air file.

    One that gives this bird the performance it had at escort altitude. Numbers would have to be skewed since CFS2 really does not represent turbo-charged aircraft well.

    It's your call of course. I realize this is a time consuming task.

    Well, we will take it from here and see what evolves.
    Dave

  11. #11

    Icon22 Reply...

    Dave,

    I was actually just referring to updating the upload at SOH. But I guess I can work on an airfile. Can you provide some specs?
    "Rami"

    "Me? I'm just a Sea of Tranquility in an Ocean of Storms, babe."

    My campaign site: http://www.box.net/shared/0k1e1rz29h
    My missions site: http://www.box.net/shared/ueh4kazk3v
    My scenery site: http://www.box.net/shared/knb1l0ztobhs2esb14rb

  12. #12
    Quote Originally Posted by Rami View Post
    Dave,

    I was actually just referring to updating the upload at SOH. But I guess I can work on an airfile. Can you provide some specs?
    Whoops. Mis-read on my end. Please disregard.

  13. #13
    Just curious if the attached .air file and aircraft.cfg will work for you. I modified it very slightly using Jerry Beckwith's Airwrench and saved it as a CFS2 air file.

    Anyone wish to try it?

    Otherwise, you can get the specs out of these two files if you wish to build your own.
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  14. #14
    I already converted it to CFS2. I think you give this plane sources to AF Scrub!

    Cheers

    Pepe

  15. #15
    Charter Member 2011
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    Hello Milton,

    I've been trying to convert your othr XP-47, but can't fix the animation, and the landing gear refuses to extend and stays locked in 45 degrees position.
    Could you help and find a solution to that?

    I also transfered to Dvslats a modified DP file:

    ; Guns harmonized by Aim_It - Range: 600.0 ft. Elevation: 1.0 ft. - Mon Jun 09 10:49:25 2014
    [GUNSTATIONS]
    ; Left Guns Browning M3 .50
    gunstation.0=0,24,1,0.05,880,2,0.02,500,2,18,1d1*1 3,-2.900,-0.355,0.800,-0.32442,0,0.91248,0,0,0,0,1.62
    gunstation.1=0,24,1,0.05,880,2,0.02,500,2,23,1d1*1 3,-3.050,-0.345,0.950,-0.32135,0,0.96046,0,0,0,0,1.62
    gunstation.2=0,24,1,0.05,880,2,0.02,500,2,21,1d1*1 3,-3.200,-0.335,0.800,-0.31813,0,1.00685,0,0,0,0,1.62
    ; Right Guns Browning M3 .50
    gunstation.3=0,24,1,0.05,880,2,0.02,500,2,20,1d1*1 3,2.900,-0.355,0.800,-0.32442,0,-0.91248,0,0,0,0,1.62
    gunstation.4=0,24,1,0.05,880,2,0.02,500,2,19,1d1*1 3,3.050,-0.345,0.950,-0.32135,0,-0.96046,0,0,0,0,1.62
    gunstation.5=0,24,1,0.05,880,2,0.02,500,2,24,1d1*1 3,3.200,-0.335,0.800,-0.31813,0,-1.00685,0,0,0,0,1.62
    ; Bomb Release
    gunstation.6=2,20,4,0,0,0,0,0,0,0,0,0.000,0.000,0. 000,0.000,0.000,0.000,0,0,0,0,0
    ; Bomb Release
    gunstation.7=3,20,8,0,0,0,0,0,0,0,0,0.000,0.000,0. 000,0.000,0.000,0.000,0,0,0,0,0
    [guns.0]
    gun.0=425,0.000,0.000,0.000,0,0,1,425
    [guns.1]
    gun.0=425,0.000,0.000,0.000,0,0,1,425
    [guns.2]
    gun.0=425,0.000,0.000,0.000,0,0,1,425
    [guns.3]
    gun.0=425,0.000,0.000,0.000,0,0,1,425
    [guns.4]
    gun.0=425,0.000,0.000,0.000,0,0,1,425
    [guns.5]
    gun.0=425,0.000,0.000,0.000,0,0,1,425
    [guns.6]
    gun.0=6,0,0,0,0,0,0,6
    [guns.7]
    gun.0=3,0,0,0,0,0,0,0
    [HARDPOINTS]
    mount.0= 0.00, -1.30, -0.20
    mount.1=-3.39, -0.45, -0.00
    mount.2= 3.39, -0.45, -0.00
    mount.3=-3.39, -0.505, 0.275
    mount.4= 3.39, -0.505, 0.275
    mount.5= 0.00, -1.38, -0.00
    mount.6=-3.39, -0.525, 0.20
    mount.7= 3.39, -0.525, 0.20

    mount.8=-2.975,-0.5,0.00
    mount.9= 2.975,-0.5,0.00
    mount.10= -3.021,-0.750,0.00
    mount.11= 3.031,-0.750,0.00
    mount.12=-2.915,-0.750,0.00
    mount.13= 2.925,-0.750,0.00
    mount.14=-2.965,-0.64,0.00
    mount.15= 2.975,-0.64,0.00

    [PAYLOADS]
    payload.0=%payload_name.0%
    payload.1=%payload_name.1%
    payload.2=%payload_name.2%
    payload.3=%payload_name.3%
    payload.4=%payload_name.4%
    payload.5=%payload_name.5%
    payload.6=%payload_name.6%
    [PAYLOAD.0]
    ; Payload = Guns Only
    [PAYLOAD.1]
    ; Payload = Guns Only - Long Range
    mount.1=wep_pylonr_p51tank, 1, -1
    mount.2=wep_pylonr_p51tank, 1, -1
    mount.3=WEP_DB_p47_75gal_drop_gp, 1, 4
    mount.4=WEP_DB_p47_75gal_drop_gp, 1, -1
    [PAYLOAD.2]
    ; Payload = (3) 500 lb GP
    mount.0=wep_pylonr_p51tank, 1, -1
    mount.1=wep_pylonr_p51tank, 1, -1
    mount.2=wep_pylonr_p51tank, 1, -1
    mount.5=wep_FDG_us_500lb_gp, 1, -1
    mount.6=wep_FDG_us_500lb_gp, 1, 5
    mount.7=wep_FDG_us_500lb_gp, 1, 5
    [PAYLOAD.3]
    ; Payload = (1) 500 lb GP - Long Range
    mount.0=wep_pylonr_p51tank, 1, -1
    mount.1=wep_pylonr_p51tank, 1, -1
    mount.2=wep_pylonr_p51tank, 1, -1
    mount.3=WEP_DB_p47_75gal_drop_gp, 1, -1
    mount.4=WEP_DB_p47_75gal_drop_gp, 1, 3
    mount.5=wep_FDG_us_500lb_gp, 1, -1
    [PAYLOAD.4]
    ; Payload = (3) 500 lb GP, (6) M10 4.5 inch Rockets
    mount.0=wep_pylonr_p51tank, 1, -1
    mount.1=wep_pylonr_p51tank, 1, -1
    mount.2=wep_pylonr_p51tank, 1, -1
    mount.5=wep_FDG_us_500lb_gp, 1, -1
    mount.6=wep_FDG_us_500lb_gp, 1, 5
    mount.7=wep_FDG_us_500lb_gp, 1, 5
    mount.8=wep_FDG_M10_Launcher, 1, -1
    mount.9=wep_FDG_M10_Launcher, 1, -1
    mount.10=wep_FDG_4.5_Rocket, 3, -1
    mount.11=wep_FDG_4.5_Rocket, 3, 10
    mount.12=wep_FDG_4.5_Rocket, 3, 10
    mount.13=wep_FDG_4.5_Rocket, 3, 10
    mount.14=wep_FDG_4.5_Rocket, 3, 10
    mount.15=wep_FDG_4.5_Rocket, 3, 10
    [PAYLOAD.5]
    ; Payload = (6) M10 4.5 inch Rockets - Long Range
    mount.1=wep_pylonr_p51tank, 1, -1
    mount.2=wep_pylonr_p51tank, 1, -1
    mount.3=WEP_DB_p47_75gal_drop_gp, 1, -1
    mount.4=WEP_DB_p47_75gal_drop_gp, 1, 3
    mount.8=wep_FDG_M10_Launcher, 1, -1
    mount.9=wep_FDG_M10_Launcher, 1, -1
    mount.10=wep_FDG_4.5_Rocket, 3, -1
    mount.11=wep_FDG_4.5_Rocket, 3, 10
    mount.12=wep_FDG_4.5_Rocket, 3, 10
    mount.13=wep_FDG_4.5_Rocket, 3, 10
    mount.14=wep_FDG_4.5_Rocket, 3, 10
    mount.15=wep_FDG_4.5_Rocket, 3, 10
    [PAYLOAD.6]
    ; Payload = (2) 1000 lb GP
    mount.1=wep_pylonr_p51tank, 1, -1
    mount.2=wep_pylonr_p51tank, 1, -1
    mount.6=wep_FDG_us_1000lb_gp, 1, -1
    mount.7=wep_FDG_us_1000lb_gp, 1, 6

    And these are the modifications to introduce in the Aircraft file:

    [contact_points]
    static_pitch = 11.80
    static_cg_height = 7.40
    tailwheel_lock = 1
    gear_system_type = 1
    max_number_of_points = 12
    point.0 = 1, -18.62, 0.00, -4.45, 1280, 0, 0.698, 60, 0.415, 22.5, 1.0, 1, 2, 0, 217.4, 217.4
    point.1 = 1, 1.37, -8.43, -8.20, 1575, 1, 1.391, 0, 0.560, 41.33, 0.83, 5, 4, 2, 217.4, 217.4
    point.2 = 1, 1.37, 8.43, -8.20, 1575, 2, 1.391, 0, 0.560, 41.33, 0.83, 6, 5, 3, 217.4, 217.4

    [Views]
    eyepoint=-5.00, 0, 2.75

    Nice day to all of you.
    FranÁois

  16. #16
    FranÁois,

    Please check you PM's for more information.

    Thanks
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  17. #17

    Icon23

    Moving along...was able to remove the ordinance and keep the main wing pylons. Now CFS2 ordinance can be added via the damage profile.

    Still have to try your air file Milton. That will be after a bit of .

    Attachment 9151

    Cheerz, Dave

  18. #18
    Quote Originally Posted by dvslats View Post
    Moving along...was able to remove the ordinance and keep the main wing pylons. Now CFS2 ordinance can be added via the damage profile.

    Still have to try your air file Milton. That will be after a bit of .

    Attachment 9151

    Cheerz, Dave
    Dave,

    I would have been happy to provide a version that eliminated the munitions with or without hardpoints, a corrected tail wheel, rudder, landing light etc. All you have to do is specify what you want. Can also provide in FS8 or FS9 formats. Thanks for all your efforts on this. :-)
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  19. #19
    Quote Originally Posted by Milton Shupe View Post
    Dave,

    I would have been happy to provide a version that eliminated the munitions with or without hardpoints, a corrected tail wheel, rudder, landing light etc. All you have to do is specify what you want. Can also provide in FS8 or FS9 formats. Thanks for all your efforts on this. :-)
    Hi Milton,
    That's a very generous offer, but I'm a bit hesitant to ask because of the unknown work involved.

    Well, there are two items.


    1.) Can you remove the Crash_check from the model? It conflicts with the damage profile in Cfs2 and causes it to CTD. It can be removed with a hex edit, though a bit time consuming this way.

    2.) The control stick and rudder pedals in the vc are stuck in the left and left position. Cfs2 does not recognize lever_stick_fore_aft, lever_stick_l_r, or lever_pedals_l_r as an animation. I'm not sure what can be done here.
    Others have applied an edit through scasm with success but I never knew the exact details. But a neutral position would be just fine.


    That's it. Otherwise everything else is perfect.

    Thank You, Dave

    PS: Maybe these links may be of some help? It sort of bible for this sim. Along with Ivan Hsu's converter.

    Standard

    Non-Standard

  20. #20
    Quote Originally Posted by dvslats View Post
    Hi Milton,
    That's a very generous offer, but I'm a bit hesitant to ask because of the unknown work involved.

    Well, there are two items.


    1.) Can you remove the Crash_check from the model? It conflicts with the damage profile in Cfs2 and causes it to CTD. It can be removed with a hex edit, though a bit time consuming this way.

    2.) The control stick and rudder pedals in the vc are stuck in the left and left position. Cfs2 does not recognize lever_stick_fore_aft, lever_stick_l_r, or lever_pedals_l_r as an animation. I'm not sure what can be done here.
    Others have applied an edit through scasm with success but I never knew the exact details. But a neutral position would be just fine.


    That's it. Otherwise everything else is perfect.

    Thank You, Dave

    PS: Maybe these links may be of some help? It sort of bible for this sim. Along with Ivan Hsu's converter.

    Standard

    Non-Standard
    Dave,

    I'll have a go at it today.

    Things I think you might want are:

    Prop pitch animation removed and props set to around 30 degrees
    Landing light animation: animate with gear up/down
    Center (tail) wheel: convert to rudder animation based?
    Flaps: convert from percent to standard flaps
    Joystick: use elevator and aileron animations
    Remove rockets and guns but leave hardpoints (rockets and bombs?)
    Remove trimtab animations and set to neutral
    Cowl flaps: okay? or set to closed?

    Also, I can export these as FS2002 or FS2004. Your choice, or both.

    Be happy to do the xp47j, h, and 72 if desired.

    Milton
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  21. #21
    Quote Originally Posted by Milton Shupe View Post
    Dave,

    I'll have a go at it today.

    Things I think you might want are:

    Prop pitch animation removed and props set to around 30 degrees
    Landing light animation: animate with gear up/down
    Center (tail) wheel: convert to rudder animation based?
    Flaps: convert from percent to standard flaps
    Joystick: use elevator and aileron animations
    Remove rockets and guns but leave hardpoints (rockets and bombs?)
    Remove trimtab animations and set to neutral
    Cowl flaps: okay? or set to closed?

    Also, I can export these as FS2002 or FS2004. Your choice, or both.

    Be happy to do the xp47j, h, and 72 if desired.

    Milton
    Wow! Yes, that would be great!

    To edit your post, these are the problematic issues,

    Prop pitch animation removed and props set to around 30 degrees
    Landing light animation: animate with gear up/down
    Joystick: use elevator and aileron animations
    Remove rockets and bombs but leave the two large wing pylons for drop tanks and bombs which can be added via Cfs2 weapons profile.
    Cowl flaps are ok, as is.

    XP47J and if you have the time, XP47H

    Export as FS2002 would be just fine.

    You're an ace Milton. Myself and other Cfs2 dwellers would luv to have this historic aircraft in this sim.

    Thank You,
    Dave

  22. #22
    Okay, I am on it :-)

    I know some here have gmax abilities so if the gmax source is needed, it will be provided.

    EDIT: Just curious, do the VC prop, throttle, mixture lever animations need to be removed?

    Also, does the pilot's head animation need to be removed? Or is the stationary position okay?

    You want the guns removed, correct?

    EDIT2: Attached is the "H" model for your testing. Let me know what else needs to be done please before I move on to the "J".
    EDIT3: Attached is the "J" model for your testing.
    Last edited by Milton Shupe; June 11th, 2014 at 08:03.
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  23. #23

    I already converted the P-47H

    The engine is the correct Chrysler 16 cylinders engine... The pilot head is moving correctly.

    Click image for larger version. 

Name:	P47H.jpg 
Views:	0 
Size:	39.8 KB 
ID:	9211

  24. #24
    Quote Originally Posted by peperez View Post
    The engine is the correct Chrysler 16 cylinders engine... The pilot head is moving correctly.

    Click image for larger version. 

Name:	P47H.jpg 
Views:	0 
Size:	39.8 KB 
ID:	9211
    Really, I did not think that the pilot head animation would work.

    It looks like the spinner hub is a little transparent.
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  25. #25
    Quote Originally Posted by Milton Shupe View Post
    Okay, I am on it :-) EDIT: Just curious, do the VC prop, throttle, mixture lever animations need to be removed?

    You want the guns removed, correct?
    That was fast.
    Downloaded your new models and I'll run them through the process when I return back home.

    The vc prop is ok.

    Throttle, mixture lever animations are ok also, they're just static.
    And also no need to remove guns.

    Appreciate it Milton,

    Dave

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