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ABC's F8F Bearcat - FSX Native Conversion in Progress

I use that pop-up extensively. Great little way to see a lot of info very quickly, and all in one place. I will fix that if you want. I use it in several aircraft, especially in Race planes. It doesn't affect the FDE, so it should be legal. Please note the use of the word "should" :)
If you prefer, I can make it an add-on to just about any plane you might want to use it in and up-load it for common availability, or send it to someone for inclusion in a particular plane, or whatever you think best.

By the same token, if you want to remove it completely, that's your choice too, Mr. Shupe. It's your plane, after all :D

Pat☺
Back in the day I used to use it a lot also, when trying to get the 2014 version working in my p3d setup I got a collection of other gauges to replace those that were missing and made sort of a mini panel with a few gauges from the mooney bravo including the bendix-king auto pilot and a few gauges from the HDI, Attitude and vertical speed gauges . Mostly i wanted the autopilot and the HSI so I could set the heading for the autopilot. Nice if something was there but would not ask the team to spend any time on it, I can easily cobble together something for my own use.
 
Back in the day I used to use it a lot also, when trying to get the 2014 version working in my p3d setup I got a collection of other gauges to replace those that were missing and made sort of a mini panel with a few gauges from the mooney bravo including the bendix-king auto pilot and a few gauges from the HDI, Attitude and vertical speed gauges . Mostly i wanted the autopilot and the HSI so I could set the heading for the autopilot. Nice if something was there but would not ask the team to spend any time on it, I can easily cobble together something for my own use.

I can too, and plan on it. I just thought I'd offer. :)

As to landing on the boat.
I did a few bounces today, not really enough for a great data set, HOWEVER:
I discovered that speed at wheel touch is crucial. The slowest possible is required. Also, cutting the throttle just as you cross the round-down is also critical. About 82-85 kts, full flaps is best. Even so, it wants to nose over. I'm working on the Cable_force_adjust= setting to solve the trouble. Also, the longitudinal position of the tailhook has an effect. I suggest about 38-45 for that setting, but I need more time to dial it in. Trial and error is a slow process...
Lastly, the view over the nose is virtually impossible for a straight-in approach. I recommend the long, sweeping approach. That keeps the boat in view out the left of the vc. Takes some practice after flying modern jets onto the boat for so long.
I need a little more time to get everything dialed in, but I'm sure others will be able to work this situation too.

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Good flights too all!
Pat☺
 

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Hi Milton

Thank you so much for bringing this AC to FSX - this was one of my favorite rides in FS9.

Regarding carrier landings:

The following [Tailhook] settings (which look a little strange I know) give me an arrested landing (without tipovers etc.) using
a standard WW2 USN approach pattern and a speed of 90KT at the cut. Hope this works for anyone else having problems with
the original settings.

[TailHook]
tailhook_length = 6
tailhook_position = -23, 0, 4.0

This works for me for all Carrier speeds down to 18kt - without a headwind.

The settings below also give a decent catapult launch.

[launch_assistance]
launch_bar_pivot = 2, 0.0, -1.17
launch_bar_lug = 2.00, 0.0, -2.00

Also some good Bearcat - Carrier video here: https://youtu.be/-7s8wMNyoz0
 
Back in the day I used to use it a lot also, when trying to get the 2014 version working in my p3d setup I got a collection of other gauges to replace those that were missing and made sort of a mini panel with a few gauges from the mooney bravo including the bendix-king auto pilot and a few gauges from the HDI, Attitude and vertical speed gauges . Mostly i wanted the autopilot and the HSI so I could set the heading for the autopilot. Nice if something was there but would not ask the team to spend any time on it, I can easily cobble together something for my own use.

Thanks for the comments. I have no problem with anyone using that, or any of the variations of that popup. It evolved over the years.

My issue is since I do not own or have permissions, I cannot redistribute the gauges. If you have the popup in any variant of the Bearcat, it will work fine with this version.

EDIT: If it would help, I can leave the window in panel.cfg with no active gauge entries. Since I used the Bearcat in the RTWR in FS9, some of my gauges would not work in P3D.
 
Hi Milton

Thank you so much for bringing this AC to FSX - this was one of my favorite rides in FS9.

Regarding carrier landings:

The following [Tailhook] settings (which look a little strange I know) give me an arrested landing (without tipovers etc.) using
a standard WW2 USN approach pattern and a speed of 90KT at the cut. Hope this works for anyone else having problems with
the original settings.

[TailHook]
tailhook_length = 6
tailhook_position = -23, 0, 4.0

This works for me for all Carrier speeds down to 18kt - without a headwind.

The settings below also give a decent catapult launch.

[launch_assistance]
launch_bar_pivot = 2, 0.0, -1.17
launch_bar_lug = 2.00, 0.0, -2.00

Also some good Bearcat - Carrier video here: https://youtu.be/-7s8wMNyoz0

Thank you; I will plug these entries into the cfg. Great video; thanks for sharing.
 
If anyone's interested I've made the ordnance selectable via payload and added back the belly tank, selectable or deletable via fuel. When you do this the model sags on the undercarriage struts at least. Whether the flight model is affected I don't know. Perhaps best to add when all other mods to the model have been made.

The ordnance is one model part in MCX but if the source .mdl files for the pylons, rocket rails, rockets and bombs are available separately they can be made selectable separately too (I'm not competent to split up a single model part).


Finally, is there a paint kit available from which I can make bump maps?

DaveQ

DaveQ,

Not sure if it helps, but attached are the names of the rockets and bombs and hard points just to show they are in fact separate entities.
I do however plan to rename them per custom xml setup by Stokes2112 so they may be addressable by gauge along with my A-20 Havocs that are a WIP.

Just FYI, since I returned from vacation, my wife and I both have had the crud. Being on meds for the past 8 days has only made life bearable; my head is mostly in a fog, and doing any kind of complicated problem resolution and fixes is sometimes just not possible. So, I will be taking my time wrapping up changes and preparing for a final release.

Just an example, I have been running in circles trying to get the drop tank to show. The weight is drop-pable but the tank will not show. :) I'm apparently too much in a fog to sort it out. LOL
EDIT: Well, found out I was using the wrong key combo for the tank, but the animation and location needs to be changed. :)
 

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Well, I think I have all the changes made from your reports.

I'll wait for any further test reports before proceeding.
 
Thanks for the comments. I have no problem with anyone using that, or any of the variations of that popup. It evolved over the years.

My issue is since I do not own or have permissions, I cannot redistribute the gauges. If you have the popup in any variant of the Bearcat, it will work fine with this version.

EDIT: If it would help, I can leave the window in panel.cfg with no active gauge entries. Since I used the Bearcat in the RTWR in FS9, some of my gauges would not work in P3D.

thanks Milton, I would be happy if you took it out or left it in. I think most of us by now should know how to update a panel.cfg file if we want to update it. I was wanted to make you aware of it, whatever you decide to do about it you will still have a lot of happy flyers out here.
 
DaveQ,

Not sure if it helps, but attached are the names of the rockets and bombs and hard points just to show they are in fact separate entities.
I do however plan to rename them per custom xml setup by Stokes2112 so they may be addressable by gauge along with my A-20 Havocs that are a WIP.

Thanks Milton, I'll look into it again, and hope you and your wife are feeling better.

I suspect it's MCX that's lumping them all together. Bad workman blames his tools!!:biggrin-new:

In the absence of a paint kit I'm working on putting some panel lines and rivets together and making up bump maps and specs. But don't get much time and these things take me ages, so don't over-excite yourselves!!!

DaveQ
 
Thanks Milton, I'll look into it again, and hope you and your wife are feeling better.

I suspect it's MCX that's lumping them all together. Bad workman blames his tools!!:biggrin-new:

In the absence of a paint kit I'm working on putting some panel lines and rivets together and making up bump maps and specs. But don't get much time and these things take me ages, so don't over-excite yourselves!!!

DaveQ

LOL Okay, will try to remain calm Dave. :)

So far so good...traps perfectly! Hope you and your Honey are feeling better!
Ted

Great to hear Ted.

Yea, we have some progress to make yet; still full of it and medicated. :-/
 
Did you manage to make the drop tank and weapons show up by station load or do you need some code for that, Milton?



I suspect it's MCX that's lumping them all together. Bad workman blames his tools!!:biggrin-new:

It's not MCX, but rather XToMDL which will combine all parts that are not visibility tagged or animated and share a single material into a single object.
 
Did you manage to make the drop tank and weapons show up by station load or do you need some code for that, Milton?

Hi Bjoern,

I do have the drop tank working correctly for both visibility and fuel weight usage.

I have FS9 xml visibility code using L:vars to control visibility of the rockets and bombs that I need to convert to FSX format. I do not have a controlling gauge yet. If you have something, I would be happy to use it.

Thank you :applause:
 
The only payload control gauge I have is custom made for certain airliners, so it won't be of any use to you.

If you want to create a loadout control panel, keep in mind that you'll have to use XMLTools because it's the only way to manipulate payload station weight without using the default "Weights and Fuel" screen.
 
Hi Milton,
You are quite amazing. Thank you for sharing all of these fantastic projects of yours. Unending enjoyment. Just have one minor beta-testing issue to report, the switch panel (labeling) file not showing up. Thank you again sir for all that you do.
Bob

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Hi Milton,
You are quite amazing. Thank you for sharing all of these fantastic projects of yours. Unending enjoyment. Just have one minor beta-testing issue to report, the switch panel (labeling) file not showing up. Thank you again sir for all that you do.
Bob

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Ooooops! Thanks Bob; good catch. :)
 
The only payload control gauge I have is custom made for certain airliners, so it won't be of any use to you.

If you want to create a loadout control panel, keep in mind that you'll have to use XMLTools because it's the only way to manipulate payload station weight without using the default "Weights and Fuel" screen.

Ah, thanks Bjoern. No problem. I'll do something with it.
 
Did you manage to make the drop tank and weapons show up by station load or do you need some code for that, Milton?





It's not MCX, but rather XToMDL which will combine all parts that are not visibility tagged or animated and share a single material into a single object.

Is there a way of breaking them up using MCX?

DaveQ
 
Is there a way of breaking them up using MCX?

DaveQ

DaveQ, there is no need to do that. Once I assign visibility tags to them, they will be separate (according to Bjoern's statement).

EDIT: I'll try to get the FS9 xml code converted to FSX format today, get those assignments made and one other texture issue resolved, and I'll put out a revised beta by end of day. Maybe we can get all this done, do some final testing and get a release out sometime end of week.
 
. . . . .Cockpit textures are not very appealing to me but I will see if something can be done there. . . .
Agreed! If there is a "problem" with the way the textures appear, it would be that one 1024 texture "CVtole_T" is responsible for all of the texturing in the VC with the exception of the seat, the VC Panel and any textures called from the panel folder. If there is a "wireframe template" available that shows a breakout of the areas that single texture covers then it might be possible to add shadowing that would break up the "washed out" appearance. Otherwise you have a single color blanketing every nook and cranny in the cockpit and the only time that flat color is broken is when self-shadowing comes into play as I illustrated in a previous post.
 
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