For anyone who wishes to paint the Lodestar Overhead in their preferred scheme, the attached may help.
If you are doing exterior textures, there have been 2 new textures added for the new models that texture the exterior model cockpit panels, also attached.
Hi Milton,
The only way I could submit some textures to you is by going down this path...
The PM option doesn't allow attachments, and I don't have your email address.
These are the C-57 RAF transport textures with invasion stripes.
I hope they are up to your usual high standards... :-}
Kind Regards, Stuart
Hi Milton,
On my DC-6 panel, I can throw the boost pump switches with the engines off and I get 72 PPH and proper fuel pressure. With them off they are both zero.
In these gauges I use this variable for sensing the boost pump position:
(A:General Eng1 Fuel Pump On, bool)
and this Event for turning them on and off:
(>K:TOGGLE_ELECT_FUEL_PUMP1)
AFAIK, boost pumps and electric fuel pumps are the same thing in aircraft that also have engine powered fuel pumps.
The only relevant line in the fuel section of my cfg file is:
electric_pump=1
I don't have any of those other lines. The FS9 SDK only lists as available options the tanks and their capacities, fuel type, number of selectors, and electric pumps. It appears that the engine powered fuel pumps are either specified in the AIR file or are automatic?
Hope this helps,
Hi Tom, thanks for chiming in.
The extra lines I have over and above the FS9 SDK are for FSX per its SDK since the FM cfg is set for both sims.
The variable used is the same between the two switches so I eliminated one set.
FS9 must "see" the engine driven parameter as it was negating the use of the electric pump.
Also, when I ran engine driven pumps only, you could see the fuel pressure rise as the engine was cranking; it will get up to 8-9 lbs, so that definitely is a valid parameter even though not listed in the SDK, or it defaults to that state if no electric pumps are requested.
At any rate, I have it working fine now using the electric pumps with no engine driven pumps stated.
In reality, the Lodestar had engine driven pumps and a manual hand pump to build pressure for initial starts.
Tom Tiedman did some beautiful Harpoon Civilian textures available over at Simviation: http://simviation.com/1/search?submi...+shupe&x=0&y=0
You've been working Milton way too hard - vacation time is coming + hope you are going somewhere nice and you can kick back a bit!
Striker, listen, and you listen close: flying a plane is no different than riding a bicycle, just a lot harder to put baseball cards in the spokes.
You really do deserve a vacation. Paints by Wednesday, you say? I am afraid I'll miss that deadline, but I do plan on making skins for these beauties someday soon.
Thank you Sirs; Needed for sure. I have been deep into the F7Fs, Harpoons, Lodestars, Ventura, and Mallard for some time now. Time to come up for some fresh air and rejuvenate.
Sorry Maty; I really want to get the Lodestar out before I leave because when I get back I will be busy with real life things for a while. By then, other projects will be needing attention too (Ventura, F7F's and Mallard) so its best to get this one there now.
For the FSX users who fly FS9 port overs, I am about done with the optimized FSX ONLY package. Should upload it today ... soon.
Kudo's to all concerned and of course you in particular, Milton.
Happy holidays!
Maarten
Optimized for FSX as a Port Over; will not work in FS9.
http://www.sim-outhouse.com/sohforum...L-18-C-57-C60A
Thanks to Firekitten, Maarten, WND, Andre, and Stuart for helping with last minute testing and changes to get these packages out today. They found issues and helped with changes making my job a lot easier. Thanks team :-)
There is one known issue with the release at this time for FSX - apparently the cowl flaps switches and the magneto switches were not textured and show up as black. I will correct this in a future if a fix is warranted.
For both sims, for some reason, I could not get the taxi lights xml code to work. I therefore had to use effects as lights. You should always turn off taxi lights before taking the active and turning on landing lights. No issue this way. :-) The disadvantage is the taxi lights as effects do not light up the runway.
As an FSX flyer, the conversion is much appreciated. Absolutely love this bird. Great job, Milton.
Thank you to Milton and ALL of his "Lockheed" staff for the out standing work, dedication, and time spent in making these aircraft come to life. Without your talents we in the sim world would only be dreaming of those aircraft that you make come a reality. THANK YOU again from a grateful patron. Well Done!!! Milton enjoy your vacation.
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