Thanks for that...my color is returning!
We appreciate the support!
Black Widow role in the thunderstorm project
Windows 7 Pro 64 bit
Asus P8Z68 M
16 GB of Ram
GeForce GTX 550 Ti
Rob's been reworking the station ribs throughout the plane and i've been fine tuning some of the systems to break when they're supposed too. Hopefully, this week, i'll be passing the plane to my lead tester ( Paul Frimston ) and he'll start the process of shredding the flight model into itty bitty bits and pieces so we can begin surgery on ity and repair all those little places a single set of eyes is bound to miss.. Right now at full mil power, the plane is developing 2287 horsepower and fly's at 345 mph without WEP. With WEP, she'll do 366 - 380 mph.
You might not like the flaps. They're weird, in that at the same time that they can almost halve your turn radius ( well, it "feels" like half ) they also punch the nose downward. They take a little getting used too, and i'm not sure what degree of downward motion was experienced on the real plane, but the training manual did give a good natured warning about it and solutions for working with it, including starting your flare higher, using a steeper glideslope, using more power to maintain airspeed, everything.. Yesterday I was testing the gear and making sure it fails at 175 mph. It does, and stay's broken.
The flaps are the same.. What i have to do now is go into the systems ( as they are ) and adjust the engines to fail at the right manifold pressure, RPM, time, etc.. Its not Accusim, but it's the best i can do, and i really want it to be the very best of my best.
PS.. Henry. Michael gave us a great model to begin with, but Roberts taken it into a whole new realm. Your gonna love it ..
The reason we hadnt done this sooner was because there were no usable images for creating the nose art from,m SOOO,, I pulled what i had into a 3d modeler this morning and recreated the artwork point by point.. And dont worry, Outhouse mouse is still there too..
some minor yet annoying setbacks on my end.. I've been experiencing sound.dll crashes to the desktop if i crash the plane or roll too far up on takeoff. It became so bad i did a complete wipe and re-install of fsx this morning and well, they're still happening. I've changed the panel out three times now, and have been going through the flight model with a fine tooth comb, but, no luck. what worked perfectly well last week, now is giving me nothing but headaches. I've searched on the web for sound.dll problems but nothing is there that i can find.. Franky, i'm stumped and i'm beginning to wonder if i dont have a hardware problem popping up.
On a great note, Paul Frimston has joined on fully as jftc's test lead and is doing a marvelous job of finding weaknesses in my model, and places where my model breaks fsx. He's the best i've ever seen, and we are all going to benefit amazingly from his contribution..
Thanks P38man. Its appreciated.. Bottom line in the widow though is that the way i set up the flight model, pushes the boundaries of FSX way out to their breaking point. Indeed, The flight model blew FSX past its breaking point. I've reached the same point in experiencial time that the folks at A2A reached when they realized that in order to do what they wanted to do, they would have to create a whole new technology. I cant give you something that is on par with an A2A accusim version, but I promise I'll make it as close as I can. What we have at this moment because of these problems, is a plane that over the last three days has seen some extreme changes in weight and balance, Lift drag and other related subsystems. Its no less accurate right now, than it was three days ago, but, you see, I'm convinced that airplanes are not a block of cement. They dont have a single weight that has to be taken into account when you fly them ( unlike when you fly a block of cement ). This thing has engines that weight 2000 pounds and are located so far back and so far over on each wing. Its got a turret that weighs over a thousand pounds directly behind the gunner, and which caused the plane to fly nose high. Youve got almost 800 pounds of slab armor setting in front of the gunner which only minorly compensated for the turret being where it was. I mean, saying that a plane has a single empty weight is in my eyes, stupid and ridicules. Especially when your trying to make a plane fly right. Gonna keep pushing the edge on this though. I'm going to make it as realistic, as I possibly can. Count on it..
The engines are a bit more than 2000 lbs each, falling short of the pound per HP figure and about the same place as for most medium bombers, somewhat fwd of the CG. The FS series uses a somewhat simplified model using a CL and CG positions and moments of inertia about the three axies. If one can come up with the proper moment arms. Alternatively one can (for the removeable items) such as ammo, armor, guns, etc assign a location and weight as a station load and the sim will calculate the moment arms for the load items. P383 and P384 of America's Hundred Thousand lists weights for most of the consumable and removeables. Armor is for instance 400 lbs, the 50 cal installlation minus the ammo 797 lbs etc.
If one sets a std configuration then a std set of moments will work. It is of course quite nice to give the operator to configure installed equipment as desired.
Well yeahhh. I'm only looking at the items that are locked in. Consumables need to be able to be altered by the user ( fuel, ammo etc ). its the non consumables (armor, engines etc ) we need to develop a system for.
And i think you just helped me with my biggest problem.. thank you .. You see, at 54 inches of MP were only developing 1879 HP. 121 hp short of the actual specs. I've been allowing this as this lets us develop the full 2250 hp with WEP ( we actually get 2247 ). but, it increases our takeoff roll by several hundred feet. I'll need to increase the HP at 54 inches to 2000, then go back in and adjust the supercharger downward.. Man i can be so slow at times..
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