SOH Team Project - Grumman Tracker, Trader, Tracer works great .. - Page 3
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Thread: SOH Team Project - Grumman Tracker, Trader, Tracer works great ..

  1. #51
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    C1A Trap

    Quote Originally Posted by Cirrus N210MS View Post
    [YOUTUBE]6vR7YDmTNyc[/YOUTUBE]
    Before there was email on ships, I remember soon after the COD landed, anxiously
    awaiting hearing: "Now Mail Call, Mail Call" on the ships 1 MC. On one WestPac cruise (73/74), we use to have different
    bugle calls (USS Ranger) in lieu of the bos'n pipe and the one for mail call we would sing "I gotta letter, I gotta
    letter, youuu... gota post card!!!!"

  2. #52
    There is a panel and aircraft.cfg update now available at:

    http://www.sim-outhouse.com/sohforum...=6&linkid=5350

    This V.1 Update Applies to All Radial Based Aircraft Panels (E-1b, S2F-3, C-1A, S2ACDF, and S2ALCDF) and provides Manual Updates for All Aircraft.cfg Files.

    It corrects issues with the Electrical Panel Lights controls, Radio Frequency changes, the Autopilot trim adjustments, and the missing ILS APR, BC, and NAV/GPS switches.
    Milton Shupe
    FS9/FSX Modeler Hack

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

  3. #53

    S-2 at the Ship

    Thought that you might enjoy this screen-shot of the S-2 in FSX. Bill

  4. #54
    I have passed the gmax source for the Grumman aircraft over to euroastar who volunteered to do teh FSX native conversion.

    Go euroastar!
    Milton Shupe
    FS9/FSX Modeler Hack

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

  5. #55
    Senior Administrator Roger's Avatar
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    Thanks Milton...and eurostar
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  6. #56
    im confused...is the FSX versions still to come?...or is this what we need to get now? and then add "fixes" for fsx later?

  7. #57
    Quote Originally Posted by Daveroo View Post
    im confused...is the FSX versions still to come?...or is this what we need to get now? and then add "fixes" for fsx later?

    "I have passed the gmax source for the Grumman aircraft over to euroastar who volunteered to do the FSX native conversion."



    What is confusing about that? They will be standalone packages, Native packages.
    Milton Shupe
    FS9/FSX Modeler Hack

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

  8. #58
    Cool, native is always nice. As it is now looks and flies well in FSX!







    "Time is God's way of keeping everything from happening at once"





  9. #59
    Great news about the 'native' FSX versions as I have been salavating over this, almost made me want to re-install FS9! Thanks to all involved.

  10. #60
    This is just great! The soundset is awsome. I cranked up the speakers and shook the windows. Added accu-feel last night which made the landings almost real!

  11. #61
    Quote Originally Posted by Milton Shupe View Post
    "I have passed the gmax source for the Grumman aircraft over to euroastar who volunteered to do the FSX native conversion."



    What is confusing about that? They will be standalone packages, Native packages.
    LOL....nothing Milton......when you SEE it....i musta missed that as i was looking through......sowwy

  12. #62

    What a plane !

    Thank you guys so much for this awesome teamwork.

    These Grummans are so much fun to fly .... guess, I´ll have to do some carrier ops training now .....

    Chris

  13. #63
    Quote Originally Posted by Propeye View Post
    Thank you guys so much for this awesome teamwork.

    These Grummans are so much fun to fly .... guess, I´ll have to do some carrier ops training now .....

    Chris
    ... wrong direction

  14. #64
    Yeah, but coming closer ......

  15. #65
    is there a way to lower the raydome and extend the mad boom yet or am i still out of luck .

  16. #66
    Quote Originally Posted by weeebbz View Post
    is there a way to lower the raydome and extend the mad boom yet or am i still out of luck .
    The animation uses the concorde visor extend/retract which to my knowledge does not work in FSX.

    Hopefully Euroastar is making some progress on the native conversions although I haven't heard anything from him on the subject.

    Short of that, if someone can recommend some animation tags for FSX that also applies to FS9, I would be happy to change the models to get that to work for you as a port over.
    Milton Shupe
    FS9/FSX Modeler Hack

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

  17. #67
    would making them exits work i dont know much about this but thats what i can come up with

  18. #68
    I'll set that up as a test.

    What aircraft? S2F-3 or E-1B?
    Milton Shupe
    FS9/FSX Modeler Hack

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

  19. #69

  20. #70
    Well, it works fine in FSX. I had the bombay doors assigned to the secondary doors so adding the MadBoom, the radome, and the folding antenna gives you a lot going down at one time.

    But if you wish to try it, check the attached.

    Better back up the existing in case you don't like it.
    Milton Shupe
    FS9/FSX Modeler Hack

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

  21. #71
    it worked great but is there a way to have the bay doors set to Exit 2 and the rest to Exit 3 it just seems to look off with everything extened but if you cant this will work

  22. #72
    I do not know of a way in FS9 to use exit 3. I can remove the bay doors animation if you like since there are no bombs anyway.
    Milton Shupe
    FS9/FSX Modeler Hack

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

  23. #73

    Updated S2F-3 to Animate MAD Boom, Radome, and Antenna

    Okay, here is an updated S2F-3 model that animates these items using the exit 2 (cargo exit-shift+e, then 2). I deactivated the bombay doors since the bay is empty anyway.
    Milton Shupe
    FS9/FSX Modeler Hack

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

  24. #74

    Bomb Bay

    Quote Originally Posted by Milton Shupe View Post
    I do not know of a way in FS9 to use exit 3. I can remove the bay doors animation if you like since there are no bombs anyway.
    Milton: Please remove the Bomb bay. When the S-2 is used to hunt submarines, it first will use sensors like the radar or mad boom. The bomb bay will not be opened at this time. Only later, if it is war time and the submarine has benn located close enough, will the bomb bay be opened to drop torpedo's. There are no torpedo's modeled anyway. Bill

  25. #75
    I would have to agree with bill I think without the bay doors would be best

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