PDA

View Full Version : ( RELEASED ) Northrop RF-61C Reporter BETA



DC1973
April 28th, 2018, 04:59
Hi folks,

Starting a fresh thread as requested for the newly released Northrop RF-61C Reporter. Any observations, bugs, screenshots you love or opportunities to tell us what top bananas we are for making such a lovely airplane, post 'em here. We'll be fixing anything that's found ready for the general release, and that will also ensure that things work well in the forthcoming P-61C Black Widow which will be based on the same airplane.

Cheers :)

warchild
April 28th, 2018, 06:13
Crossposting from the other thread so no one gets left out..
__________________________________________________ _

OK guys.. we made a mistake..
I'm happy that you all are enjoying our humble offering, but your not flying the whole bannana. Your manifold pressure never rises above 54 in/Hg and the WEP doesnt do anything.
This hotfix corrects that. MP should go to 63 in/Hg on mil power and 73 in/HG on WEP. This lets you achieve the full speed this aircraft is capable of. Top speed of the aircraft should rise to 450 MPH at 25000 feet in level flight. The plane should fly by the book and i guarantee your experience will be better over all..
Please download this file and replace your current FDE with it.. This is a mandatory fix.
As this is the Beta stage of development, I will be continuing to work on and improve the flight characteristics till we have them absolutely correct. I welcome any and all feedback as it really does help me see things i may have missed so that i can improve them and correct them..
I look forward to your replies..
Pam



__________________________________________________ ____________________


(http://www.sim-outhouse.com/sohforums/local_links.php?action=jump&catid=4&id=23606) RF-61 reporter flight instructions addendum.


OK, before people start getting confused and angry because the plane isnt behaving as hoped I want to add this so that you all can understand and not become discouraged.

For the record:

YOU CANNOT FLY THIS PLANE LIKE ANY OTHER PLANE YOU HAVE FLOWN!

This aircraft requires that you fly it literally, by the numbers. You cannot simply increase or decrease the throttle. You MUST adjust the rpm and manifold pressure throughout each phase of your flight. That said, I am placing the correct combinations of settings below for takeoff, climbout, cruise and approach, below. You can also find these settings in Northrops P-61B Pilots Manual, though the performance of the engines in the P-61C and RF-61 are somewhat higher at the top end..
You will need to configure a joystick axis or keyboard button to control RPM. Manifold pressure is controlled through the throttle.
Enjoy.
Pam


Takeoff:
2700 rpm
63 In/Hg MP

Climbout:
2450 RPM
63 in/HG MP

Cruise:
2450 RPM
(Correction )45 in/Hg MP

Approach:
2000 RPM
30 in/Hg MP

Landing:
2000 RPM
20 in/Hg MP till short final.






(http://www.sim-outhouse.com/sohforums/local_links.php?action=jump&catid=4&id=23606)

Roger
April 28th, 2018, 06:33
Pam, I've removed the link to your update as the whole download file has been modified now.:engel016:

http://www.sim-outhouse.com/sohforums/local_links.php?action=jump&catid=37&id=23602

warchild
April 28th, 2018, 06:53
Ah! Cool.. Thanks Roger..

fliger747
April 28th, 2018, 08:58
As a suggestion to Beta Testers; if you don't have it, obtain AFSD, the small popup utility from Herve Sors. This allows you to accurately monitor everything from engine and prop parameters to accurate speed and mach values. Also testing under ISA conditions, the way to do this is via going to the "clear skies" weather theme. Aircraft performance testing values were corrected to ISA such that there was a standard to compare to.

When posting Beta test results, it will be of greatest help to Pam to post as much precise data as possible, such that she can recreate your test results. Weights, altitude, engine power settings, HP, TAS etc. Things like; "It's a dog"; "too slow" are not too helpful. Pilot notes such as for handling can be helpful, with the caveat that 10 pilots will have 10 opinions.

Cheers: Tom

Seahawk72s
April 28th, 2018, 11:30
Hi,
The virtual views should be adjusted to show what they are titled..?
Some are pretty far off line.

Here is the code of my adjustments which includes an observer seat view.
A starting point to be fine tuned..?


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>.

[CameraDefinition.001]
Title = "Pilot View"
Guid = {090ba1db-b90f-451a-ad29-781bffdb2700}
Origin = Virtual Cockpit
MomentumEffect = No
SnapPbhAdjust = Swivel
SnapPbhReturn = False
PanPbhAdjust = Swivel
PanPbhReturn = False
Track = None
ShowAxis = FALSE
AllowZoom = TRUE
InitialZoom = 0.50
SmoothZoomTime = 2.0
ZoomPanScalar = 1.0
ShowWeather = Yes
XyzAdjust = TRUE
ShowLensFlare=FALSE
Category = Cockpit
PitchPanRate=20
HeadingPanRate=60
InitialXyz=0.0, 0.0, -0.15
InitialPbh=5.0, 0.0, 0.0

[CameraDefinition.002]
Title = "HUD View"
Guid = {090ba1db-b90f-451a-ad29-781bffdb2701}
Origin = Virtual Cockpit
MomentumEffect = No
SnapPbhAdjust = Swivel
SnapPbhReturn = False
PanPbhAdjust = Swivel
PanPbhReturn = False
Track = None
ShowAxis = FALSE
AllowZoom = FALSE
InitialZoom = 0.70
SmoothZoomTime = 2.0
ZoomPanScalar = 1.0
ShowWeather = Yes
XyzAdjust = TRUE
ShowLensFlare=TRUE
Category = Cockpit
PitchPanRate=20
HeadingPanRate=60
InitialXyz=0, -0.00072240270674228668, 1.9871335029602051
InitialPbh=0.3240966796875, -0, 0

[CameraDefinition.003]
Title = "VDI and HSD"
Guid = {090ba1db-b90f-451a-ad29-781bffdb2702}
Origin = Virtual Cockpit
MomentumEffect = No
SnapPbhAdjust = Swivel
SnapPbhReturn = False
PanPbhAdjust = Swivel
PanPbhReturn = False
Track = None
ShowAxis = FALSE
AllowZoom = FALSE
InitialZoom = 0.40
SmoothZoomTime = 2.0
ZoomPanScalar = 1.0
ShowWeather = Yes
XyzAdjust = TRUE
ShowLensFlare=TRUE
Category = Cockpit
PitchPanRate=20
HeadingPanRate=60
InitialXyz=0.00, 0.0, 0.20
InitialPbh=38.71, -0, 0

[CameraDefinition.004]
Title = "Engine Instruments"
Guid = {090ba1db-b90f-451a-ad29-781bffdb2703}
Origin = Virtual Cockpit
MomentumEffect = No
SnapPbhAdjust = Swivel
SnapPbhReturn = False
PanPbhAdjust = Swivel
PanPbhReturn = False
Track = None
ShowAxis = FALSE
AllowZoom = FALSE
InitialZoom = 0.50
SmoothZoomTime = 2.0
ZoomPanScalar = 1.0
ShowWeather = Yes
XyzAdjust = TRUE
ShowLensFlare=TRUE
Category = Cockpit
PitchPanRate=20
HeadingPanRate=60
InitialXyz=0.00, 0.0, 0.00
InitialPbh=30.00, -0, 347

[CameraDefinition.005]
Title = "Left Console"
Guid = {090ba1db-b90f-451a-ad29-781bffdb2704}
Origin = Virtual Cockpit
MomentumEffect = No
SnapPbhAdjust = Swivel
SnapPbhReturn = False
PanPbhAdjust = Swivel
PanPbhReturn = False
Track = None
ShowAxis = FALSE
AllowZoom = FALSE
InitialZoom = 0.40
SmoothZoomTime = 2.0
ZoomPanScalar = 1.0
ShowWeather = Yes
XyzAdjust = TRUE
ShowLensFlare=TRUE
Category = Cockpit
PitchPanRate=20
HeadingPanRate=60
InitialXyz=0.00, 0.0, 0.30
InitialPbh=52.00, -0, 300



[CameraDefinition.006]
Title = "Display Controls Console"
Guid = {090ba1db-b90f-451a-ad29-781bffdb2706}
Origin = Virtual Cockpit
MomentumEffect = No
SnapPbhAdjust = Swivel
SnapPbhReturn = False
PanPbhAdjust = Swivel
PanPbhReturn = False
Track = None
ShowAxis = FALSE
AllowZoom = FALSE
InitialZoom = 0.30
SmoothZoomTime = 2.0
ZoomPanScalar = 1.0
ShowWeather = Yes
XyzAdjust = TRUE
ShowLensFlare=TRUE
Category = Cockpit
PitchPanRate=20
HeadingPanRate=60
InitialXyz=0.25089737772941589, -0.35782033205032349, 0.20013436675071716
InitialPbh=34.91455078125, 0, 5.218505859375

[CameraDefinition.007]
Title = "Right Console"
Guid = {090ba1db-b90f-451a-ad29-781bffdb2707}
Origin = Virtual Cockpit
MomentumEffect = No
SnapPbhAdjust = Swivel
SnapPbhReturn = False
PanPbhAdjust = Swivel
PanPbhReturn = False
Track = None
ShowAxis = FALSE
AllowZoom = FALSE
InitialZoom = 0.70
SmoothZoomTime = 2.0
ZoomPanScalar = 1.0
ShowWeather = Yes
XyzAdjust = TRUE
ShowLensFlare=TRUE
Category = Cockpit
PitchPanRate=20
HeadingPanRate=60
InitialXyz=0.00, 0.0, 0.10
InitialPbh=46.00, -0, 65

[CameraDefinition.008]
Title = "Observer Seat"
Guid = {090ba1db-b90f-451a-ad29-781bffdb2742}
Origin = Virtual Cockpit
MomentumEffect = No
SnapPbhAdjust = Swivel
SnapPbhReturn = False
PanPbhAdjust = Swivel
PanPbhReturn = False
Track = None
ShowAxis = FALSE
AllowZoom = FALSE
InitialZoom = 0.50
SmoothZoomTime = 2.0
ZoomPanScalar = 1.0
ShowWeather = Yes
XyzAdjust = TRUE
ShowLensFlare=TRUE
Category = Cockpit
PitchPanRate=20
HeadingPanRate=60
InitialXyz=0.0, 0.15, -1.70
InitialPbh=7.0, 0.0, 0.0

[CameraDefinition.009]
Title = "Looking Aft"
Guid = {090ba1db-b90f-451a-ad29-781bffdb2705}
Origin = Virtual Cockpit
MomentumEffect = No
SnapPbhAdjust = Swivel
SnapPbhReturn = False
PanPbhAdjust = Swivel
PanPbhReturn = False
Track = None
ShowAxis = FALSE
AllowZoom = FALSE
InitialZoom = 0.30
SmoothZoomTime = 2.0
ZoomPanScalar = 1.0
ShowWeather = Yes
XyzAdjust = TRUE
ShowLensFlare=TRUE
Category = Cockpit
PitchPanRate=20
HeadingPanRate=60
InitialXyz=0.0, 0.4, -2.30
InitialPbh=7.0, 0.0, 180.0


Thanks,
Tony

warchild
April 28th, 2018, 11:48
Hi,
The virtual views should be adjusted to show what they are titled..?
Some are pretty far off line.

Here is the code of my adjustments which includes an observer seat view.
A starting point to be fine tuned..?


>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>.

[CameraDefinition.001]
Title = "Pilot View"
Guid = {090ba1db-b90f-451a-ad29-781bffdb2700}
Origin = Virtual Cockpit
MomentumEffect = No
SnapPbhAdjust = Swivel
SnapPbhReturn = False
PanPbhAdjust = Swivel
PanPbhReturn = False
Track = None
ShowAxis = FALSE
AllowZoom = TRUE
InitialZoom = 0.50
SmoothZoomTime = 2.0
ZoomPanScalar = 1.0
ShowWeather = Yes
XyzAdjust = TRUE
ShowLensFlare=FALSE
Category = Cockpit
PitchPanRate=20
HeadingPanRate=60
InitialXyz=0.0, 0.0, -0.15
InitialPbh=5.0, 0.0, 0.0

[CameraDefinition.002]
Title = "HUD View"
Guid = {090ba1db-b90f-451a-ad29-781bffdb2701}
Origin = Virtual Cockpit
MomentumEffect = No
SnapPbhAdjust = Swivel
SnapPbhReturn = False
PanPbhAdjust = Swivel
PanPbhReturn = False
Track = None
ShowAxis = FALSE
AllowZoom = FALSE
InitialZoom = 0.70
SmoothZoomTime = 2.0
ZoomPanScalar = 1.0
ShowWeather = Yes
XyzAdjust = TRUE
ShowLensFlare=TRUE
Category = Cockpit
PitchPanRate=20
HeadingPanRate=60
InitialXyz=0, -0.00072240270674228668, 1.9871335029602051
InitialPbh=0.3240966796875, -0, 0

[CameraDefinition.003]
Title = "VDI and HSD"
Guid = {090ba1db-b90f-451a-ad29-781bffdb2702}
Origin = Virtual Cockpit
MomentumEffect = No
SnapPbhAdjust = Swivel
SnapPbhReturn = False
PanPbhAdjust = Swivel
PanPbhReturn = False
Track = None
ShowAxis = FALSE
AllowZoom = FALSE
InitialZoom = 0.40
SmoothZoomTime = 2.0
ZoomPanScalar = 1.0
ShowWeather = Yes
XyzAdjust = TRUE
ShowLensFlare=TRUE
Category = Cockpit
PitchPanRate=20
HeadingPanRate=60
InitialXyz=0.00, 0.0, 0.20
InitialPbh=38.71, -0, 0

[CameraDefinition.004]
Title = "Engine Instruments"
Guid = {090ba1db-b90f-451a-ad29-781bffdb2703}
Origin = Virtual Cockpit
MomentumEffect = No
SnapPbhAdjust = Swivel
SnapPbhReturn = False
PanPbhAdjust = Swivel
PanPbhReturn = False
Track = None
ShowAxis = FALSE
AllowZoom = FALSE
InitialZoom = 0.50
SmoothZoomTime = 2.0
ZoomPanScalar = 1.0
ShowWeather = Yes
XyzAdjust = TRUE
ShowLensFlare=TRUE
Category = Cockpit
PitchPanRate=20
HeadingPanRate=60
InitialXyz=0.00, 0.0, 0.00
InitialPbh=30.00, -0, 347

[CameraDefinition.005]
Title = "Left Console"
Guid = {090ba1db-b90f-451a-ad29-781bffdb2704}
Origin = Virtual Cockpit
MomentumEffect = No
SnapPbhAdjust = Swivel
SnapPbhReturn = False
PanPbhAdjust = Swivel
PanPbhReturn = False
Track = None
ShowAxis = FALSE
AllowZoom = FALSE
InitialZoom = 0.40
SmoothZoomTime = 2.0
ZoomPanScalar = 1.0
ShowWeather = Yes
XyzAdjust = TRUE
ShowLensFlare=TRUE
Category = Cockpit
PitchPanRate=20
HeadingPanRate=60
InitialXyz=0.00, 0.0, 0.30
InitialPbh=52.00, -0, 300



[CameraDefinition.006]
Title = "Display Controls Console"
Guid = {090ba1db-b90f-451a-ad29-781bffdb2706}
Origin = Virtual Cockpit
MomentumEffect = No
SnapPbhAdjust = Swivel
SnapPbhReturn = False
PanPbhAdjust = Swivel
PanPbhReturn = False
Track = None
ShowAxis = FALSE
AllowZoom = FALSE
InitialZoom = 0.30
SmoothZoomTime = 2.0
ZoomPanScalar = 1.0
ShowWeather = Yes
XyzAdjust = TRUE
ShowLensFlare=TRUE
Category = Cockpit
PitchPanRate=20
HeadingPanRate=60
InitialXyz=0.25089737772941589, -0.35782033205032349, 0.20013436675071716
InitialPbh=34.91455078125, 0, 5.218505859375

[CameraDefinition.007]
Title = "Right Console"
Guid = {090ba1db-b90f-451a-ad29-781bffdb2707}
Origin = Virtual Cockpit
MomentumEffect = No
SnapPbhAdjust = Swivel
SnapPbhReturn = False
PanPbhAdjust = Swivel
PanPbhReturn = False
Track = None
ShowAxis = FALSE
AllowZoom = FALSE
InitialZoom = 0.70
SmoothZoomTime = 2.0
ZoomPanScalar = 1.0
ShowWeather = Yes
XyzAdjust = TRUE
ShowLensFlare=TRUE
Category = Cockpit
PitchPanRate=20
HeadingPanRate=60
InitialXyz=0.00, 0.0, 0.10
InitialPbh=46.00, -0, 65

[CameraDefinition.008]
Title = "Observer Seat"
Guid = {090ba1db-b90f-451a-ad29-781bffdb2742}
Origin = Virtual Cockpit
MomentumEffect = No
SnapPbhAdjust = Swivel
SnapPbhReturn = False
PanPbhAdjust = Swivel
PanPbhReturn = False
Track = None
ShowAxis = FALSE
AllowZoom = FALSE
InitialZoom = 0.50
SmoothZoomTime = 2.0
ZoomPanScalar = 1.0
ShowWeather = Yes
XyzAdjust = TRUE
ShowLensFlare=TRUE
Category = Cockpit
PitchPanRate=20
HeadingPanRate=60
InitialXyz=0.0, 0.15, -1.70
InitialPbh=7.0, 0.0, 0.0

[CameraDefinition.009]
Title = "Looking Aft"
Guid = {090ba1db-b90f-451a-ad29-781bffdb2705}
Origin = Virtual Cockpit
MomentumEffect = No
SnapPbhAdjust = Swivel
SnapPbhReturn = False
PanPbhAdjust = Swivel
PanPbhReturn = False
Track = None
ShowAxis = FALSE
AllowZoom = FALSE
InitialZoom = 0.30
SmoothZoomTime = 2.0
ZoomPanScalar = 1.0
ShowWeather = Yes
XyzAdjust = TRUE
ShowLensFlare=TRUE
Category = Cockpit
PitchPanRate=20
HeadingPanRate=60
InitialXyz=0.0, 0.4, -2.30
InitialPbh=7.0, 0.0, 180.0


Thanks,
Tony

Damn Tony.. Thank you. I'm really horrible with camera's and really appreciate your doing this..
:)
Pam

warchild
April 28th, 2018, 11:52
As a suggestion to Beta Testers; if you don't have it, obtain AFSD, the small popup utility from Herve Sors. This allows you to accurately monitor everything from engine and prop parameters to accurate speed and mach values. Also testing under ISA conditions, the way to do this is via going to the "clear skies" weather theme. Aircraft performance testing values were corrected to ISA such that there was a standard to compare to.

When posting Beta test results, it will be of greatest help to Pam to post as much precise data as possible, such that she can recreate your test results. Weights, altitude, engine power settings, HP, TAS etc. Things like; "It's a dog"; "too slow" are not too helpful. Pilot notes such as for handling can be helpful, with the caveat that 10 pilots will have 10 opinions.

Cheers: Tom

Thankds Tom.. I appreciate your posting this.. It certainly will help immensely. I also consider pireps important even if the pilots all have different opinionss, because there will always be a thread of truth running through them which also helps me pinpoint values. If youve never seen AFSD ( Advanced Flight Sim Data) heres what it looks like overlayed on top of the cockpit..

https://i.imgur.com/l7xSruC.png

Seahawk72s
April 28th, 2018, 12:30
Some switches go in reverse direction to on\off positions. (Up =ON, Down=Off..?)

Light 2 looks a little big, something smaller for a fixed beacon.
Light 2 looks like a beacon, maybe add a beacon switch to control it.
I'd say maybe keep the strobe switch for possible use..?

Lights 0, 1, 2, need to be un-remed to operate.
Lights 0, 1, 2, need to be re-positioned.


light.0 = 3, -19.60, 33.00, 3.45, fx_navgre
light.1 = 3, -19.85, -32.90, 3.46, fx_navred
light.2 = 1, -24.863, 0, -2.900,fx_shockwave_beaconh // fx_lightObsRedSteady

Cockpit light switch moves Nav switch in unison.
Taxi switch doesn't work.
No Landing light switch on side console.
Not sure what test switch does.

In VC panel\cockpit light switch has little effect. Gauges can't be read at night.

Do the landing light effects want to be moved back toward the source a bit..?
At least a little further out to position in front of the lenses..


light.5 = 5, -20.80, -23.30, 1.50, fx_Shockwave_landing_light // Shockwave light
light.6 = 5, -20.80, 23.30, 1.50, fx_Shockwave_landing_light // Shockwave light

Does a taxi light effect want to be added..?

light.7 =6, -7.20, -0.30, -2.85, fx_shockwave_landing_light_747_lw,

Recognition lights..?

light.8 = 7, -33.500, 9.50, -1.030, fx_navred // bottom red fuselage recognition
light.9 = 7, -34.500, 9.50, -0.970, fx_navwhi // bottom amber fuselage recognition
light.10 = 7, -35.500, 9.50, -0.970, fx_navgre // bottom green fuselage recognition

If you are into strobes.

light.11 =2, -19.60, 33.00, 3.45, fx_strobeh ,
light.12 =2, -19.85, -32.90, 3.46, fx_strobeh ,


I realize some of this is open to interpetation and the need to move switches and see lights blink.

warchild
April 28th, 2018, 12:37
Some switches go in reverse direction to on\off positions. (Up =ON, Down=Off..?)

Light 2 looks a little big, something smaller for a fixed beacon.
Light 2 looks like a beacon, maybe add a beacon switch to control it.
I'd say maybe keep the strobe switch for possible use..?

Lights 0, 1, 2, need to be un-remed to operate.
Lights 0, 1, 2, need to be re-positioned.


light.0 = 3, -19.60, 33.00, 3.45, fx_navgre
light.1 = 3, -19.85, -32.90, 3.46, fx_navred
light.2 = 1, -24.863, 0, -2.900,fx_shockwave_beaconh // fx_lightObsRedSteady

Cockpit light switch moves Nav switch in unison.
Taxi switch doesn't work.
No Landing light switch on side console.
Not sure what test switch does.

In VC panel\cockpit light switch has little effect. Gauges can't be read at night.

Do the landing light effects want to be moved back toward the source a bit..?
At least a little further out to position in front of the lenses..


light.5 = 5, -20.80, -23.30, 1.50, fx_Shockwave_landing_light // Shockwave light
light.6 = 5, -20.80, 23.30, 1.50, fx_Shockwave_landing_light // Shockwave light

Does a taxi light effect want to be added..?

light.7 =6, -7.20, -0.30, -2.85, fx_shockwave_landing_light_747_lw,

Recognition lights..?

light.8 = 7, -33.500, 9.50, -1.030, fx_navred // bottom red fuselage recognition
light.9 = 7, -34.500, 9.50, -0.970, fx_navwhi // bottom amber fuselage recognition
light.10 = 7, -35.500, 9.50, -0.970, fx_navgre // bottom green fuselage recognition

If you are into strobes.

light.11 =2, -19.60, 33.00, 3.45, fx_strobeh ,
light.12 =2, -19.85, -32.90, 3.46, fx_strobeh ,


I realize some of this is open to interpetation and the need to move switches and see lights blink.

Ahhh, the Lights.. Afraid i didnt address the lights till last night. Mia Culpa. Please accept my apology's. Here is what it should be..

][lights]

//Types: 1=beacon, 2=strobe, 3=navigation, 4=cockpit, 5=landing

light.0 = 3, -20.83, 28.539, 3.171, fx_navgre
light.1 = 3, -20.83, -28.539, 3.171, fx_navred
//light.2 = 2, -24.863, 0, -3.303, fx_lightObsRedSteady
light.3 = 4, -10.109, 0, 1.645, fx_vclight_deepred.fx
light.4 = 4, -15.92, 0, 3.78, fx_vclight_deepred.fx
light.5 = 5, -21.92, -23.20, 1.8, fx_landing.fx
light.6 = 5, -21.92, 23.20, 1.8, fx_landing.fx

warchild
April 28th, 2018, 12:42
OK, For nyone applying the hofix. PLEASE delete your existing aircraft.cfg and air file, before copying in the new files. Thi will eliminate potential problems with file privileges..
Thanks.
sleepy Pam
off to bed..:)

WarHorse47
April 28th, 2018, 13:02
Got some more feedback for ya'

I see that Seahawk noted the issue with the lights. Only two things I can add is that after startup the lower white center nav light is on automatically and if you use a shortcut key of Ctrl-L both nav and landing lights were on simultaneously. Ctrl-L should have been for landing lights only.

Once airborne I was getting a vortex for the right wing only. None on the left, and I wasn't sure if I should see any at low altitude.

And speaking of switches, the battery switch seems inop. Battery is on regardless of switch position.

BTW. Thanks for the updated interior views, Skyhawk.

That's all for now. Back to the skies. :devilish:

PhantomTweak
April 28th, 2018, 13:09
I took a short flight today.
The WAY it flies is great. Very stable, but responsive. A joy to fly!

A couple little details I noticed in the VC:
The Cowl Flaps gauge doesn't work. No matter where the switches are positioned, or the KB commands used, the gauge needles never move from all the way down.

As to the RPM gauge: No matter where I position the Prop Levers on the throttle quadrant, OR use the KB commands, it's as though they are full RPM all the time. If I try to lower the RPM of the props at 25,000' MSL, speed seems irrelevant, MP at the recommended cruise setting of 45 In., the gauge needles remain in the center of the red arc, and there comes a point at which the gauge suddenly climbs up to the top of the scale and stays there. Only way to DECREASE the reading is to INCREASE the prop setting to the max again. I was trying to match the settings in your post above, buuuut...
Am I doing something wrong there? Am I reading the wrong gauge? It IS labeled RPM, and is the only one I can see. Wouldn't be the first time I messed something up.

More to come as I can fly 'er...
Pat☺

mcanx
April 28th, 2018, 15:37
I modified my panel with my panel editor. I repositioned the manifold gauge to be beside the rpm gauge so there both easier to read at a glance. Since there where two carb heat gauges I removed one on main panel and replaced it with an oil quantity gauge. There wasn't a cowl flap gauge installed on the original panel so I installed one along with a fuel flow gauge where there was a clock installed. I also replaced the smaller altimeter gauge with an adf gauge. For the dive brakes I installed an indicator light on main panel. Try this and see how you like it. Back up your original panel just in case you don't. Attachment enclosed. Robert

PhantomTweak
April 28th, 2018, 22:56
Ok, I was able to take another short flight tonight.
I used Robert's updated panel. It was very nice having the changes he made, like the Cowl Flaps gauge, and having the Manifold pressure right next to the RPM gauge. Realistic to the actual aircraft? I have no idea, but it was much easier to fly that way. I was able to keep the flight instruments AND the critical engine instruments in sight all at the same time.
If this new panel hadn't appeared, I was going to make a pop-up with the MP and the RPM gauges in it, so I could do the same. IE: Keep in sight what I need to.
I AM going to add a GPS pop-up.

I discovered that the pilot seems to "loose control" of the prop RPM at about 13,000' MSL as I had mentioned in my last post. The RPM climbed up into the red arc, and stayed there. If the pilot (me), lowered the RPM controls, either with the levers or the KB commands, sufficiently, the gauge would suddenly climb up and peg at it's maximum value. At least until the Prop controls were raised again, in which case it returned to the red arc on the gauge. And stayed there, no matter what.
I was reading through the Propeller section of the aircraft.cfg file, and I DID notice the line low_speed_theory_limit=160.00000 . I am no propeller expert, but every other entry I've seen has been 80, not 160. I wonder if this is what's causing the strange behaviour I am seeing. Just a thought. I will try it tomorrow and see what happens.
In the same section: Did the plane have counter-rotating props? If so, the line rotation = 1,1 should read -1, 1. I haven't checked, but I've seen other posts that say the props rotate the wrong way, or backwards. If so, and they both rotate the same way, changing the line to -1, -1 will reverse their direction.

I don't know if any of this is relevant or not I am NOT an FDE dev, but maybe...
Pat☺

warchild
April 29th, 2018, 00:41
Thank all of you for your observations on the flight model. They will become the main bullet items during my testing, and I'll do my best to fix them..

High RPM: confirmed. I dont know if its natural or not as Ive forgotten a lott of things over the years, however, as long as the manifold pressure is high, That engine is sucking in gas and will continue to run at that rpm supported by that manifold pressure. Once the manifold pressure is reduced, you can adjust the rpm. I'm currently looking deeper into this.. the other way to lower rpm, is coarsen your prop pitch. The coarser the pitch, the more drag it puts on the shaft and the more power it takes to maintain that rpm.

RPM climbing into the red above 13000 MSL: IF i cant duplicate this, you and I will work together along with anyone else that may be having this issue to solve it and get you up and flying right.. Please download the "Advanced Flight Sim Data " application as we'll need that to disect the problem.. Thanks..

Low_speed_theory_limit: this is a value in feet per second at which the low speed theory becomes blended into the flight model. a value of 80, means it doesnt kick in till your only doing 80 feet per second. My good sir, you can almost run that fast. the absolute slowest this plane can fly, with full flaps and extreme nose up position, is 80Mph, which equates to 117.333 feet per second. 160 feet per second equates out to somewhere around 110 mph. This plane can take off at 110 but mostly it lands at 110 and your losing altitude while doing so. it's very slow :)..

One of the phenomena i've seen with this plane is that any adjustment to rpm, manifold pressure, throttles or what not, has a delayed reaction. Those props are almost 13 feet across and weight over a thousand pounds each. They remind me of the old axiom that sometimes, the tail wags the dog. They dont want to slow down and they dont want to speed up either.. So everything you chnge, will take time. it's making getting setting documented a real pain because I set 40 In/HG and 2450 RPM as cruising speed, but first you have to lower the manifold pressure so it stops guzzling gas and slows down enough to change the rpm, then you have to change the rpm to 2450, then raise the manifold pressure to 45, and it STILL is wrong and only takes you to 300 mph.. Please bear with me.. If you pull back on the throttles, it may take up too a minute and a half for the plane to slow down.. it's just got that little drag, and that much power. Northrop built hotrods, that scared the bejeezuz out of the pentagon. The Pentagon demanded they put speed brakes on the P-61C because they were afraid it would overshoot its targets it was so fast ( not to mention heavy at 34000 pounds ). This plane is faster, and lessons learned, has smaller speed brakes that wont rip the wings off..

Fixes in place today and results:

The plane was developing over 4000 shaft RPM at 2500 feet, driving it to over 500 mph. That has been fixed.

Fixing the above cause the plane to not be able to reach cruise speed at low altitudes. That has been fixed.

Fixing the cruise speed problem caused the plane to not want to start. Almost fixed but you have to give it gas..

And thats where i sit at the moment :).. Please keep your observations coming in. I want this to be the most enjoyable aircraft I can make, for everyone..

DC1973
April 29th, 2018, 01:15
Yup, thanks for all the testing and observations folks! Pam sounds like she's well on top of the engine issues, and although there are numerous modelling bugs they're all fortunately very easy to fix.

Regarding the cowl flap gauges: I am not yet at the stage where I can develop my own. I did build a custom airspeed indicator for the Reporter, but that was a bit simpler. As the airplane can be used in either FSX or P3D, I didn't want to alias a gauge that would work in one sim and not the other. Therefore, I decided to leave it to the user to pop a gauge in there if they want to. If you have altered the panel yourself and it works in either sim, then please feel free to distribute the revised panel to the wider community as an add-on once we release the official v1 :)

P.S. The port wingtip vapour trail is an artifact in the engine smoke gauge which shouldn't be there, it's being fixed.

warchild
April 29th, 2018, 01:24
no vapor trails here: :D

https://i.imgur.com/gytPPtX.jpg

MDIvey
April 29th, 2018, 02:38
Great project guys. Not had a lot of time to use it yet but very impressive in all respects. Thanks.

Matt

PRB
April 29th, 2018, 06:31
Thanks to all involved in this project. Great plane. So far all I can report is the canopy opens then closes again on SHIFT-E. From inside the VC there is an animation of the canopy sliding back, along with the sound. But then it shows closed again. From spot view there was no canopy sliding back animation. Multiple applications of SHIFT-E always results in the "MAIN EXIT OPENING" red text. Never closing. I'm not calling for emergency services. They'll want to bash it with an ax...

EDIT: Went on another flight and the canopy worked fine. If I can duplicate it again I will note the conditions.

Seahawk72s
April 29th, 2018, 07:29
This is a great model and understandably still a work in progress.
I'm wondering if you could leave in place a few open vcockpit surfaces so those of us who are
panel geeks can place gauges we may like to see. The ones that I can think of are the observers
panel, the little O2 panel by the pilot, the limit lights panel and the lights box..?
Of course I have no idea what you have planned for the future so what I have wrote may be complete garbage.

A lot of folks have been waiting for this plane, maybe we can help out a little bit.

(panel graphics are Lobo Da Silva, gauges by Milton and others)

stansdds
April 29th, 2018, 08:50
Something that I have always wanted developers to do, but few will, is to provide a model that has flat panel spaces so the user can place their desired gauges, radios, and avionics. I'm a modern day flight simmer, so I like having a GPS, modern radios, maybe weather radar, and a place for beacon and strobe switches in the virtual cockpit. That is one reason why I so enjoy Milton Shupe's D18S and A-26 Invader.

PhantomTweak
April 29th, 2018, 10:32
Pam,
Thank you for that explanation of the low speed theory blending setting! That is THE first explanation I've seen of it that makes sense to my little pea brain.
I wonder why no other developer I've seen changes it from 80. I can't believe no other go fast plane can go slow enough that 80 is appropriate. By the same token, I am FAR from a person with thousands of aircraft. Maybe I'm just missing it when the developers DO change it.
Then again, that wondering applies to a lot of default settings in the aircraft.cfg file I see as I go.
Thanks again!

I've DL'd and installed AFSD should it become necessary. I will also take your advice on changing the prop RPM. Like I say, I'm probably doing something wrong. We shall soon see what we shall soon see, si? :loyal:

More to come later, after I get some stick time on this fantastic plane.
Pat☺

Josh Patterson
April 29th, 2018, 11:23
Yup, thanks for all the testing and observations folks! Pam sounds like she's well on top of the engine issues, and although there are numerous modelling bugs they're all fortunately very easy to fix.

Regarding the cowl flap gauges: I am not yet at the stage where I can develop my own. I did build a custom airspeed indicator for the Reporter, but that was a bit simpler. As the airplane can be used in either FSX or P3D, I didn't want to alias a gauge that would work in one sim and not the other. Therefore, I decided to leave it to the user to pop a gauge in there if they want to. If you have altered the panel yourself and it works in either sim, then please feel free to distribute the revised panel to the wider community as an add-on once we release the official v1 :)

P.S. The port wingtip vapour trail is an artifact in the engine smoke gauge which shouldn't be there, it's being fixed. For the vapour trail I simply disabled the top line in the smoke section. The other pair still appear when pulling Gs. I'm gonna try the updated file now.

r678idtyj
April 29th, 2018, 13:49
Running on P3D 4.2 here, and it's a great flyer!

I bumped into the prop speed issue as well, but it was when crossing FL400.
They went all the way to the far end of the dial and from then on, setting them to full fine was the only way to get them back into the red zone until landing. The rest of the handling feels excellent and the stability on approach is awesome.

The plane is apparently capable of exceeding it's critical mach number in level flight and even in a slight climb at those altitudes with full throttle applied.
No other strangeness was encountered and the ceiling seems to be 54-55k (estimated, I stopped around 54.5k) where handling is...as expected in very thin air but perfectly controllable nevertheless..

Other notes:

The skins are pretty awesome and screaming for bump maps! (do the masters exist in 4096?)
The aluminum probably needs to be a bit clearer/whiter? Just going from the available pictures.

Quite amazing work on an airframe I always found fascinating. My thanks as well!

AussieMan
April 29th, 2018, 15:19
​I have installed the most recent version with the fix but the engines are still reversed. Use the key to start #2 engine but #1 starts instead.

warchild
April 29th, 2018, 17:01
​I have installed the most recent version with the fix but the engines are still reversed. Use the key to start #2 engine but #1 starts instead.

Hi Pat..
Yes, we've experienced that ourselves, all of us, and have been working to find the cause. We've switched engines around in the fde, we've switched engine switchees around: about the only thing we havent done is put the plane upside down. Please trust that this issue is being examined in depthas it appears to be something in the animation code. Please bear with us..

Pam

AussieMan
April 29th, 2018, 21:13
​No worries Pam. I can wait for the fix.

PhantomTweak
April 29th, 2018, 22:30
Hello, from the other Pat :D
I did some testing and I found that the RPM situation seems to be related to 3 different variables: Altitude, Manifold Pressure, and Airspeed.
To wit: Let's say that the altitude is held at 20,000' MSL, to eliminate one variable. I found that at 40" MP, the RPMs stay in the red zone, AS LONG AS THE AIRSPEED remains above 300 KIAS. If one were to, say pop the speed brake out, and thus slow the plane to 200, or even 250 KIAS, the RPMs will drop as well, and are adjustable. If the speed brake is then withdrawn again, and the airspeed climbs to 300 KIAS or greater, and it will at that MP, the RPM's will go back up into the red area and remain there.

It will do this down to 12,500' MSL, and then becomes adjustable normally, if the MP is adjusted properly, regardless of airspeed. For example, if one drops the MP to 35", after a minute or so, the RPMs may be set to 2450, and the MP may then be increased to 45" and the airspeed will increase to nearly 400 KIAS. The RPMs will remain at 2450.

I've never seen a plane do this before, so I am at a total loss here.
Now if it had JET engines, I'd be a lot better off. But then, if it did, the prop RPM wouldn't exist, sooooo...

Pat☺

warchild
April 30th, 2018, 03:05
Hello, from the other Pat :D
I did some testing and I found that the RPM situation seems to be related to 3 different variables: Altitude, Manifold Pressure, and Airspeed.
To wit: Let's say that the altitude is held at 20,000' MSL, to eliminate one variable. I found that at 40" MP, the RPMs stay in the red zone, AS LONG AS THE AIRSPEED remains above 300 KIAS. If one were to, say pop the speed brake out, and thus slow the plane to 200, or even 250 KIAS, the RPMs will drop as well, and are adjustable. If the speed brake is then withdrawn again, and the airspeed climbs to 300 KIAS or greater, and it will at that MP, the RPM's will go back up into the red area and remain there.

It will do this down to 12,500' MSL, and then becomes adjustable normally, if the MP is adjusted properly, regardless of airspeed. For example, if one =airspeed will increase to nearly 400 KIAS. The RPMs will remain at 2450.

I've never seen a plane do this before, so I am at a total loss here.
Now if it had JET engines, I'd be a lot better off. But then, if it did, the prop RPM wouldn't exist, sooooo...

Pat☺

Your at least in the ball park with your hypothosis. What your seeing, is one of the oddities, of FSX and perhaps computer based flight simming as a whole. You see; in a real engine made with steel and aluminum, everything fits together a very specific way to function a very specific way. In Flight Sim, that doesnt always hold true. In flightsimming theres no drive shaft diameter, or bearing gauge or even any difference between roller conr or ball bearings. Theres an engine, and it has friction. Thats all flight sim sees. an engine and friction.
In a real engine, when friction increases heat increases, the engine melts down and your left with a pile of slag.
and heres the catch.
In a computer engine, when the friction is too high, the computer ( your physical machine via flight sim ) looks at the instructions you input for MP, RPM and ALT. and instead of melting down, will do whatever it has too, to satisfy those instructuions, like raise the horsepower and shaft rpm to insane levels. So, your no longer seeing a 2800 HP beast running at 2700 rpm. You're seeing a 4000 HP monster running at 5000 RPM.
This tells flight sim to rotate the propeller to full Beta ( 54*), and keep it there. That prop is locked at wide open, and the sim will do whatever it takes to keep it there.

The only way to slow the plane down at that point, is chop the throttle and get down into thicker flight sim air, then wait for the engine too respond.

That whole cascade of events listed above, is the product of naive programming. You see, theres nowhere that publishes friction values between the crank and the mains. most of us fde people fumble around in the dark using other values impacted by this friction as a flashlight to see whats going on, so we can adjust it accordingly. None the less, I didnt follow it all the way through in this case and we ended up with an engine that does exactly what your saying it does, all because a few roller bearings, were too large, creating too much friction.

I'm going to PM you the link to the current FDE as I have it today. It should fix this specific issue. However, Its a WIP, as everything in an FDE is directly and indirectly related to everything else, and fixing one part opens up discrepencies, in other parts. In this particular case, You may have to goose the gas like an old studebaker when you start it up. I just now finished a clean start test and rpm is controllable throughout the full range except when its too low to fit in the rpm control range. (i.e. idling and during acceleration ).
This FDE works on my machine and gives me the correct output across the board, but thats my machine. I want to know if it works on yours. If it works, great, on too the neext step. If it doesnt, we find out why: ergo the reason I asked you to download AFSD. Lets do this shall we??
Pam

alain0568
April 30th, 2018, 06:15
Hello,

I too wish to use Milton gauges, but I can not find the texture of the panel! Who can tell me where she is?
Thank you all!

Alain

PhantomTweak
April 30th, 2018, 11:28
Hello, Pam!
Thanks for the updated files. I am DL'ing them as we speak, and will get the bird in the air ASAP to see what's what now.

I know you're busy, but when you have time, even if it's after the final edition of the plane is posted, could you tell me just which parameters you changed for this whole RPM "thing"?
I'm nosey, and as they say, knowledge is power. If you'd rather, I can go through and dig out what's been changed myself, it would just be a faster process if you told me. :)
Or, if you think it'd be more instructive, just give me a hint as to where to look, and I'l dig it out myself. I always felt it was better to learn by doing, as they say.

Thanks a lot!
Now, up, up and awaaaay! :loyal:
Pat☺

Seahawk72s
April 30th, 2018, 11:56
Hello,

I too wish to use Milton gauges, but I can not find the texture of the panel! Who can tell me where she is?
Thank you all!

Alain

I used FS Panel Studio to open the panel.cfg and select the "Radios" window.(the only choice)
Next in panel studio go to the "Window" drop down menu and select "VCockpit01".
Now you should see all the gauges used in the virtual cockpit.
Double clicking on the gauges will get you size and location, now just substitute.

warchild
April 30th, 2018, 12:53
Hello, Pam!
Thanks for the updated files. I am DL'ing them as we speak, and will get the bird in the air ASAP to see what's what now.

I know you're busy, but when you have time, even if it's after the final edition of the plane is posted, could you tell me just which parameters you changed for this whole RPM "thing"?
I'm nosey, and as they say, knowledge is power. If you'd rather, I can go through and dig out what's been changed myself, it would just be a faster process if you told me. :)
Or, if you think it'd be more instructive, just give me a hint as to where to look, and I'l dig it out myself. I always felt it was better to learn by doing, as they say.

Thanks a lot!
Now, up, up and awaaaay! :loyal:
Pat☺

Not a problem.
In the aircraft.cfg file theres an entry for "max_rpm_friction " and a second for Min_rpm_friction..

PhantomTweak
April 30th, 2018, 13:16
Hi Pam.
Ok, I installed the latest aircraft.cfg and .air files you sent.
The RPM problem,as it existed , is fixed. I had full control of the RPMs throughout the entire flight envelope, except:
Now when I slow down, as though for approach and landing, 110-130-ish kts, full flaps and gear down, at about 2000' MSL, although I kept it level at that altitude and adjusted MP to maintain airspeed, I couldn't get the RPM high enough now to match up with recommended values posted in this thread. 30" MP, 2000 RPM.
I could get the MP easily, but the RPM's stayed down around 1800-1500. Again, it depended on MP and airspeed. I didn't try it at any other altitudes. I will later this evening, when I have time. Even when descending at 600 FPM, the RPM's on full high-speed, or full fine, or however you care to say it, they never came above about 1700, assuming the correct airspeed. Just above stall.

Since this was all done at the end of my flight time available, I couldn't get super detailed tests in. Again, I will test it more this evening.
Just wondering: Is there a POH or something similar available? Airspeeds for different phases of flight, weights, MP, RPM's Flap settings, and so on?
I got the flap speeds and full flaps/no flaps stall speeds, cruise speed, etc out of the aircraft.cfg file, no problem, but it'd be nice to have good, Northrup info available to use.

Thanks again, this is a really fun plane as far as the WAY it flies! How much stick or rudder input is needed for different maneuvers etc is very realistic. At least I gotta assume it is, never having flown in a real one :biggrin-new:
I even pulled a full loop. Great fun indeed!
Pat☺

alain0568
April 30th, 2018, 13:23
Good evening Seahawk72s,

-Thank you for your reply!
What I'm looking for is the texture of the panel, and to be able to make disappear the tower (front) of the instruments to be able to replace the original gauges by those of Milton (Rosa26!).
See what's left on the panel surface once the gauges are removed (Vcocpit 01)
-Or are the textures: Panel_Decals_DC3_1.bmp and
file_1024_night = DC3_background_night.bmp?
I can not find them!
Thank you for your help!

https://i62.servimg.com/u/f62/19/20/05/09/cv10.png (https://servimg.com/view/19200509/27)


Alain

-

Josh Patterson
April 30th, 2018, 14:36
Hi Pat..
Yes, we've experienced that ourselves, all of us, and have been working to find the cause. We've switched engines around in the fde, we've switched engine switchees around: about the only thing we havent done is put the plane upside down. Please trust that this issue is being examined in depthas it appears to be something in the animation code. Please bear with us..

Pam I decided to go flying in the XF-11 after some Reporter time and its engines do the same thing so at least this isn't the first time that it has happened to someone and at least the animations are separate on both planes. (And best of all you guys are trying to do something about it.) On the Abacus P-61 When you start #1 both props start turning! (Oh I can't wait for the SOH P-61!) For now I just watch my gauges and don't look out the window until they're running!

Seahawk72s
April 30th, 2018, 15:17
Good evening Seahawk72s,

-Thank you for your reply!
What I'm looking for is the texture of the panel, and to be able to make disappear the tower (front) of the instruments to be able to replace the original gauges by those of Milton (Rosa26!).
See what's left on the panel surface once the gauges are removed (Vcocpit 01)
-Or are the textures: Panel_Decals_DC3_1.bmp and
file_1024_night = DC3_background_night.bmp?
I can not find them!
Thank you for your help!

https://i62.servimg.com/u/f62/19/20/05/09/cv10.png (https://servimg.com/view/19200509/27)


Alain

-

Hi,
The bezels or the "tower" front of the instruments are hard modeled in and can not be changed.
You have to replace the existing instruments in the exact location and size in order for them to appear
directly under the openings. There is no bmp like in a 2D panel to work with or from.

Try some of these settings and see how they work for you.


gauge14=ROSA26!A26 Alt, 10, 232 ,120,120
gauge15=ROSA26!A26 ASI, 10,90,117,130
gauge16=ROSA26!suction, 150,386,90,90
gauge17=ROSA26!Oil Temp, 664,297,120,120
gauge18=ROSA26!OAT, 568,575,90,90
gauge19=ROSA26!Comp Repeat, 275,234,120,120
gauge20=ROSA26!CHT, 798,297,120,120
gauge21=ROSA26!CAT, 662,561,120,120
gauge22=ROSA26!A26 TC, 140,235,120,120
gauge23=ROSA26!A26 Fuel Press, 800,432,115,120
gauge24=ROSA26!A26 GFI, 800,558,120,120
gauge25=ROSA26!A26 MP, 666,165,117,120
gauge26=ROSA26!A26 Oil Press, 665,432,120,120
gauge27=ROSA26!A26 RPM, 799,165,120,120
gauge28=ROSA26!A26 clk, 540,429,110,118

gauge30=ROSA26!A26 AI, 426,48,240,253
gauge31=ROSB26K!RMI, 139,97,120,130

gauge34=ROSA26!PLD, 770,87,40,64

gauge39=ROSA26!A26 vsi, 274,103,120,120

alain0568
April 30th, 2018, 21:41
Hello Seahawk72s

-Thank you for the clarification!
I'm going to try !
Have a good day!

Alain

-

DC1973
May 1st, 2018, 01:15
Hi everyone,

Thanks again for all the testing and observations! We think we've got enough collated now to go for all the fixes ready for the wider v1 release. Pam's hard at work on the FDE and I've got a list of modelling tasks to work through. It should only take a few days to get the Reporter whipped into shape :)

Regarding the panels: as stated up-thread, the instrument bezels etc are 3D and hard modelled in. Their positions equate to those found on the real Reporter. However, you can pop any gauge you like within them - I only selected the DC3's gauges due to them being free with FSX as default and from the correct time period, until the day that I learn to fully code all my own gauges. The P-61C will be much the same but with a slightly different layout :)

warchild
May 1st, 2018, 01:22
Hi Pam.
Ok, I installed the latest aircraft.cfg and .air files you sent.
The RPM problem,as it existed , is fixed. I had full control of the RPMs throughout the entire flight envelope, except:
Now when I slow down, as though for approach and landing, 110-130-ish kts, full flaps and gear down, at about 2000' MSL, although I kept it level at that altitude and adjusted MP to maintain airspeed, I couldn't get the RPM high enough now to match up with recommended values posted in this thread. 30" MP, 2000 RPM.
I could get the MP easily, but the RPM's stayed down around 1800-1500. Again, it depended on MP and airspeed. I didn't try it at any other altitudes. I will later this evening, when I have time. Even when descending at 600 FPM, the RPM's on full high-speed, or full fine, or however you care to say it, they never came above about 1700, assuming the correct airspeed. Just above stall.

Since this was all done at the end of my flight time available, I couldn't get super detailed tests in. Again, I will test it more this evening.
Just wondering: Is there a POH or something similar available? Airspeeds for different phases of flight, weights, MP, RPM's Flap settings, and so on?
I got the flap speeds and full flaps/no flaps stall speeds, cruise speed, etc out of the aircraft.cfg file, no problem, but it'd be nice to have good, Northrup info available to use.

Thanks again, this is a really fun plane as far as the WAY it flies! How much stick or rudder input is needed for different maneuvers etc is very realistic. At least I gotta assume it is, never having flown in a real one :biggrin-new:
I even pulled a full loop. Great fun indeed!
Pat☺

Hi Pat..

Indeed, it would be nice to have a Pilots Operating Manual from Northrop. Unfortunately, to the best of my knowledge, one has never been made public. At this point, this plane is still mostly an unknown. Thanks to Fliger747 and his vast resouces however, we've learned that at least most of our "guesses" have been accurate. SO, working from that, i can finally dial this in. You will still have to give it gas to start it. Theres no free rides in this plane. The pilot will have to fly it for real as it refuses to slip gently into that Idylic space that exists for first time pilots..
I'm going to pull a bit of old Army on you here. You see, the P-61B had an engine issue. Between 1450rpm and 1900rpm, the engine would try to shake itself apart. The Army, in its sage wisdom issued an edict for the pilots not to operate the vehicle between those two rpms. What that means is that the pilot was supposed to somehow make the engine go from 1400rpm to 2000 rpm without ever touching any rpm in between or risk an article 15.( yeah, thats the army for ya ). SO.
Dont go to 2000rpm.
The settings i originally gave were place holders anyway, and only worked with an engine that was way out of plumb. The corrections i've made have changed the whole ball game as you now have cleaner power throught the entire range and the operation is more in line with the reality that should have existed. try these instead please..

Takeoff:
2700rpm
63In/HG MP

Climbout:
2700rpm
54 In/HG MP

Cruise:
2450rpm
45 In/HG MP

Approach:
2300 rpm
20-30 In/HG MP


Let me know what you find.. :) Thanks :)
Pam

Ferry_vO
May 1st, 2018, 11:58
Indeed, it would be nice to have a Pilots Operating Manual from Northrop.

I have one for the p-61, not sure it that would be useful..?

srgalahad
May 1st, 2018, 14:21
Thanks to all involved in this project. Great plane. So far all I can report is the canopy opens then closes again on SHIFT-E. From inside the VC there is an animation of the canopy sliding back, along with the sound. But then it shows closed again. From spot view there was no canopy sliding back animation. Multiple applications of SHIFT-E always results in the "MAIN EXIT OPENING" red text. Never closing. I'm not calling for emergency services. They'll want to bash it with an ax...

EDIT: Went on another flight and the canopy worked fine. If I can duplicate it again I will note the conditions.

Paul, it sounds like you might have started the flight in a FSX "fuel box". I guess M$ figured that refueling was hazardous and so you shouldn't be able to open the canopy to toss out your ciggybutt. If you open the canopy while in a box it slams it shut on you. Anywhere else, the quirk doesn't happen.To confirm, try recreating the same start position, then, if the canopy plays silly, move a couple of a/c lengths and try again.

R

docjohnson
May 1st, 2018, 18:41
Anyone had this happen after flying around KEDW for a while, on approach...

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=60071&stc=1

roger-wilco-66
May 1st, 2018, 22:33
That looks mighty strange, Jim. Is it accompanied by missing or transparent parts? I'd try to clear the FSX (p3d) shader cache and have another look.


Cheers,
Mark

PRB
May 2nd, 2018, 03:51
Paul, it sounds like you might have started the flight in a FSX "fuel box". I guess M$ figured that refueling was hazardous and so you shouldn't be able to open the canopy to toss out your ciggybutt. If you open the canopy while in a box it slams it shut on you. Anywhere else, the quirk doesn't happen.To confirm, try recreating the same start position, then, if the canopy plays silly, move a couple of a/c lengths and try again.

R

Ahh, interesting. That may have been it because I had parked next to a hangar. I will test again. Thanks Rob!

fliger747
May 2nd, 2018, 06:23
I'l have parts and pieces, or terrain start to black out when my video card starts to get too hot...

T

docjohnson
May 2nd, 2018, 09:31
Mark,

No parts missing that I could tell, it just seemed like the entire ships exterior and interior textures went nuts...I haven't been able to reproduce it. I'll fly another test flight at another airfield tonight.

mcanx
May 2nd, 2018, 17:02
Since this was probably considered a WWII spy plane would it be possible to make a Night Recon all black one in the final version? You know like ala Black Widow look. Maybe a rear panel like Seahawks post #26. Any way I updated my panel again. If you are interested here it is. Robert

PhantomTweak
May 2nd, 2018, 22:25
Well, as best I can tell, if you want to keep the RPMs anywhere near 2000 during approach, as you specified above, Pam, you'll need to keep the MP and speed up above 35" and 150 or 175 KIAS. Anywhere lower, and the RPMs drop to the bottom of the green arc.
I will get more specific data asap.
I have been having some medical situations, as well as my ISP being down for nearly 3 days, so I haven't had as much time to fly, or post, as I would like. None, in fact. :banghead:
I will do more testing ASAP, though. Things are finally settling down for me.

More to come!
Pat☺

DC1973
May 3rd, 2018, 00:12
Since this was probably considered a WWII spy plane would it be possible to make a Night Recon all black one in the final version? You know like ala Black Widow look. Maybe a rear panel like Seahawks post #26. Any way I updated my panel again. If you are interested here it is. Robert

Thanks for the panel work Mcanx. Once the Reporter is finished, I'll be working on the P-61C Black Widow variant, which of course was painted gloss black. It also briefly appeared as a test version in bare metal, so the best of both worlds will be available :)

DC1973
May 3rd, 2018, 00:20
UPDATE:

I solved the engine problem. It was due to my early modelling inexperience, when I, erm, inadvertently put the propellers the wrong way round :encouragement:

Engines, switches, dials, fuel taps and everything now works the way it should. I have also removed the underside beacon and mapped a new VC texture to the rear seat for those that wish to use it. Further improvements will follow as I pin down little bugs here and there, but I will leave the mapping of special gauges ( cowls etc ) to those who wish to use them from other airplanes. As previously stated, feel free to distribute your revised panels to the wider community once the v1 Reporter is released.

The Reporter appearing low in the sim selection window is due to the fuel truck addition. This can't be helped much. I am also editing the XML coding for the truck visibility so that it cannot be inadvertently selected while flying around.

Some of the cockpit switches don't perform their real-life actions. The gun camera switch actually activates the prop de-ice. This was advised to me by more experienced modellers so that the switches could be updated at a later date as they were animated and ready to go.

Finally, the landing light / nav light connection seems to be an in-built FSX bug. It should be easy for me to solve with a couple of visibility additions to the model.def that will check for the switch bool variable in each case and thus separate the two. Fingers crossed!

Thanks for all the testing and info' - it'll make the Reporter, and the P-61C, all the better for it! :)

jimjones
May 7th, 2018, 05:49
At 84 I thought I'd never see the FSX Blackwidow. Now with the Northrup RF-61C there is a suitable substitute.


What a beautiful aircraft. Many thanks to Dean for his superlative first effort. And kudos to the team. Pam has been a longtime advocate of the widow and has been a significant influence in advancing many efforts getting it completed. How many posts and flight files has she created for the widow and RF-61C?


Were the internal plane shadows and the Fuel truck incorporated in the beta? If not, that may be why I have not seen them.


Again, thanks Dean for your RF-61C and all those many hours of learning and work.


Jim Jones

DC1973
May 7th, 2018, 11:03
At 84 I thought I'd never see the FSX Blackwidow. Now with the Northrup RF-61C there is a suitable substitute.


What a beautiful aircraft. Many thanks to Dean for his superlative first effort. And kudos to the team. Pam has been a longtime advocate of the widow and has been a significant influence in advancing many efforts getting it completed. How many posts and flight files has she created for the widow and RF-61C?


Were the internal plane shadows and the Fuel truck incorporated in the beta? If not, that may be why I have not seen them.


Again, thanks Dean for your RF-61C and all those many hours of learning and work.


Jim Jones

Thanks very much for your kind words Jim! :) The final RF-61C Reporter should be released within a day or two. The fuel truck displays when you open Exit 2.

The P-61C Black Widow will be along too in a month or so, I'm just building the main fuselage and the different cockpit layout. Pam says that it should only require a few minor tweaks to the FDE and we'll be good to go. Robert and the team's P-61B Black Widow should follow some time after that but there's no release date yet, so you should have plenty of airframes to choose from before long...

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=60207&stc=1

jimjones
May 8th, 2018, 02:26
Looking great and thanks for the good news.:sentimental:

Jim

Seahawk72s
May 8th, 2018, 09:59
.....

The P-61C Black Widow will be along too in a month or so, I'm just building the main fuselage and the different cockpit layout. .......

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=60207&stc=1

I thought this might be cover art for one of your new novels..?....:applause:

DC1973
May 8th, 2018, 10:28
I thought this might be cover art for one of your new novels..?....:applause:

Thanks :) Funnily enough the book I'm working on at the moment is set within the world of US Naval aviation, so both of my hobbies are coming together on that project...