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Thread: Grumman Albatross v2

  1. #31
    by adding the above lines to the contact points does enable the landing lights to pivot, but
    you also make a change to the .."max_number_of_points=17".. under the contact points section just above the string of numbers to reflect the additional lines added...with either model/config...i believe this will take care of it..


    rgds
    t creed

  2. #32
    SOH-CM-2013 stuartcox's Avatar
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    Quote Originally Posted by t.creed View Post
    by adding the above lines to the contact points does enable the landing lights to pivot, but
    you also make a change to the .."max_number_of_points=17".. under the contact points section just above the string of numbers to reflect the additional lines added...with either model/config...i believe this will take care of it..


    rgds
    t creed
    Sorry I never mentioned this. I just took it for granted

  3. #33
    cheers Stuart..!! hopefully this will take care of..pfflyers.. thanks again..!!

    rgds
    t creed

  4. #34
    "Beastmaster" Blackbird686's Avatar
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    I just noticed that there is a "panel.cfg" file in the gauges folder, along with the gauges.... Is is really nessessary to put a panel.cfg into the FS9 gauges folder with all of those gauges?

    I guess I'm not real clear about the contact points, in relation to how it's supposed to make the landing lights work either. But that's not surprising... when it comes to contact points... I'm lost.

    BB686
    "El gato que camina como hombre" -- The cat that walks like a man

  5. #35
    Thanks for all the help, they're working now.

    One little niggle is the light effect doesn't quite line up with the structure. No biggie really, it's just that after all that fooling around I was looking at them pretty close.

    Since the effect seems modelled in I guess you can't adjust it?

  6. #36
    Members + napamule's Avatar
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    Model Related

    The lights working off the 'Water Rudder' is implemented by modeler by choice. He could of used a switch on panel to do 'Water Rudder' up/down. But he opted to use the water rudder which REQUIRES the 'point.x=5, ..' lines to enable the annimation. That's all.

    The lines also will enable the actual rudders (if they were there) to extend/retract (but they are not there as it doesn't have pontoons, where the rudders would be attached). The annimation needs the 'point.x-5', with ANY lon, lat, vertical values (does NOT have to correspond to where the actual lights are position ref wise), plus the 'extension' and 'retraction' entries in seconds. That's all that's needed to make 'Shift+W' work to extend lights.

    That is, IF you assigned it in 'Controls\Assignments' menu. The water rudder might not be set up, so do check that it IS assigned to a key (joy,etc), or, the default 'Shift+W' key combo.

    Taking one item at a time when working with cnt pts helps. As does aligning up the clumns vertically so as to spot any 'errant' entry/ommision (typo). There is a definite order to it. And after working on them for 10 years (almost on a daily basis-as I too hate to see them 'flat' tires (hehe) I am still learning). The SDK helps a lot.

    Oh, Mr Verlin & company just put out a 'New & Improved' FDEs for the v 2.1 Grumman so all this might just be irrelevant. Or is it? (If you look there are 2 'MOI' sections (ie: duplicate section). Not critical as sim engine will use the 1st instance of that section, and ignore the 2nd instance. Just saying. So by looking I can see he opted to re-install the 'AirWrench' sction (AS IF!), so it's back to the future! But he DID use my suggested MOI values (+ or - X%). I'm glad for that. But look out, as the brakes suck (again). I guess I should just mind my own business and not do any FDE's, except for Ito models, perhaps for the general public. It might not be 'politically correct'? File for Verlin's NEW FDEs (at FSCom) is 'hu-16_2_1_fde_rev.zip'. So good or bad I recommend you use HIS FDE's and ****-can mine, for the sake of tranquility. I enjoy simming 24/7 (am retired now) and I do HATE any/all forms of stress. Let's not disgusted.
    Chuck B
    Napamule
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  7. #37

    FDE Revisions

    Just to keep things on a friendly basis: Unfortunately, Greg Pepper is no longer with us. He entrusted me with the files for this aircraft. I claim no special expertise with regard to modeling FDE's I've done the best I can with this aircraft. The revisions I've made within the last week include fixing the hull and nose gear contacts, and restoring the landing lights. I find AirWrench to be a useful tool. The flight model I have now is, in my opinion, an improvement over the FDE that was uploaded with 2.0 5 years ago. The other modifications I've made are strictly confined to the liveries.

    These files are freeware and are not proprietary. If someone feels that they can improve on what I've done, I raise no objection or complaint. If it will add to Greg's wonderful model, I welcome it.

    Michael Verlin

  8. #38
    thanks for the updates Michael..!! yes, they are an improvement to a great model..!!

    rgds
    t creed

  9. #39
    SOH-CM-2013 hurricane3's Avatar
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    texures not showing

    I downloaded the new FDE's from FlightSim.com and although the landing lights and everything work ok ,of the 19 textures 6 will not show up. I checked the config file and they are there ,and checked line by line but couldn't see any thing different,except for the 1943 texture is named "USN old wartime livery"In the sim it's just U.S.Navy 1943. I don't think the Albatross was even around then.
    Anyway the 6 textures that don't show are U.S. Navy 1943, U.S.Navy Adak,U.S. Navy Brunswick,U.S. NavyKodiak 920, and U'S. Navy Kwajalein and U.S. Navy Iwakumi. This is how they are named in the sim.
    In the config file they all have Rescue after U'S Navy but so do the ones that show up.
    Any ideas how to get these textures to show? Thanks

  10. #40
    Quote Originally Posted by hurricane3 View Post
    Anyway the 6 textures that don't show are U.S. Navy 1943, U.S.Navy Adak,U.S. Navy Brunswick,U.S. NavyKodiak 920, and U'S. Navy Kwajalein and U.S. Navy Iwakumi. This is how they are named in the sim.
    In the config file they all have Rescue after U'S Navy but so do the ones that show up.
    Any ideas how to get these textures to show? Thanks
    The Brunswick and Kwajalein textures are available as separate downloads at Avsim. However, you are correct that a number of other textures listed in the aircraft.cfg are not present (ie: there is no corresponding folder). On my system, the following are missing:

    usn.1943
    usn.920
    usn.adak
    usn.iwakuni

    Cheers,
    Graeme

  11. #41
    SOH-CM-2013 hurricane3's Avatar
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    Thankyou

    Ok thanks for clearing that up for me. Have a good Memorial Day weekend.

  12. #42

    missing textures

    my apologies. The textures you refer to are living on my system. They are duplicates of the Midway textures except for numbers and station markings. If you really want them, I'll be happy to upload them.

  13. #43
    SOH-CM-2013 hurricane3's Avatar
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    Thanks but not nessary

    Thankyou so much for offering to send the textures ,but I grabbed two from Avsim and I have more than enough. Enjoy your Memorial Day weekend.

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