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Modifications for the Sky Simulations DC-9 v2

Thanks for clearing that up. I will a) Check out the SGA with VC first and see how that goes. But the accuracy of the F1 one intrigues me so I may well plump for that after. Personally never really had a problem with F1 (apart from the LD 767 and that is only because it doesn't work in W10) other than that I have found that they issue a 3 install licence which can be easily recharged once they have been exhausted. Maybe their policy has changed since I last installed their stuff as I mostly own FS9 stuff through them.
Thanks again. Apologies for the waffling. :encouragement:
 
I'll allow off-topic talk if it culminates in happy Sky Simulation DC-9 captains and long and wide praise for my work. :)


Just tested the DC-9's (v2.1) installer on my laptop twice. Downloaded it from JustFlight, ran it, entered the registration information (name without spaces, e-mail address, country, key) and selected any of the configuration options (panel color and aspect ratio). It worked each and every time and installed to a temporary folder.

Installer activity can be logged by running the .exe from command line (in the same folder) with ""SKYDC-9_FSX_v2_Setup" /L*V "example.log"". It will generate a huge text file but maybe it'll provide clues as to where things go wrong.



Bjoern - For reasons unknown I think it is the aircraft the DC-9 that is not popular yet they were widely used all over the world and fondly remembered as pocket rockets by their crews. I guess it is one of those aircraft that gets overlooked because it just worked as advertised and was not really advertised. The reason I shifted to the Cool Sky version was the more realistic systems and texture quality and it had Australian Airline Ansett McPhat livery. Liveries for any DC-9 have been problematic but when I checked last night there were at least 44 now up for the Cool Sky whereas I can find hardly any for the Sky Simulations version which was my initial problem, while I am happy to tinker with the working stuff repainting is not my thing and I don't do that very well so I am a sucker for aircraft where I can get the livery I would like or want.

Glad to see your doing these upgrades on the Sky Simulations version, I did like the fact that it offered a grey or a green cockpit as a choice and generally found it to be a solid reliable sim model but alas their product support was non existant and after multiple efforts to get assistance so I could reinstall the model (because of a major hardware failure on my PC) I could not get any help whatsoever so ditched it. Which is a shame because it did offer different versions not just the DC9-30. The repaint issue is a really nuisance because as it is not popular few repaint it and if you could find someone who would do it they cannot because they do not have the model to do it. A TAA (Trans Australian Airlines) repaint for the DC-9 is still on my bucket list for flight sim.

I do understand why the Coolsky model is more popular than the Sky Simulations offering, but the latter offers the entire range of model versions and is more straight to the point, which is more important to me. Watched a video of the Coolsky model yesterday and minus the learning center and configurationpanels, normal operation is just about as complex on the Sky bird. There was also a mention that the Coolsky rendition is heavier on the framerate.

The lack of customer support is a real shame though.
 
Bjoern - agree completely re the better range of types for the Sky Simulations version. I had a small project in mind to SAS flights throughout the North (especially Norway and Sweden) in it but that came to a halt after huge amount of scenery downloading. MIght have another crack at customer support. I will keep these mods in mind.

Yep the CoolSky is heavy of FPS but that is only a real problem in dense scenery areas, large cities with complex autogen and if I have REX running, but that is common to everything I fly in FSX. Cheers. :untroubled:
 
Had a short chat with Martyn, the local JustFlight representative, and he said that the installers available from JF were distributed by SkySimulations. This means that SimMarket *should* have the same installers available.
It was also mentioned that the last contact with the developer (almost one year ago though) was done from the vans@sky... e-mail address, so that might be the best way to receive support - if he responds.


Not sure how I can help out any further. Generally, installers with an online component must not be blocked by firewall settings or anti-virus programs and be run with administrator privilieges (if using a normal Windows account).

Does the installer from SimMarket ask for name, e-mail address, country and registration key (in that order)?
Is there any error message when the installer stops working?
 
Bjoern - I went back to Sim Market and raised the issue again. Reply today was that to put in the correct key etc., which I have done, the error message I get is fail to validate.php which means to me that it cannot contact or transact with the server to which the key unlocking wrapper is trying to communicate. SimMarket said contact the developer SkySimulations. So I am back to the top of the circle again. No issue with the data entered it just won't contact the address hidden in the wrapper script I guess, which has probably changed as it was 2012 that I purchased the aircraft.

Thanks for your help, I am not inclined to buy it again (For the above reasons) as I have the Cool Sky version and I have the DC-9-30 SAS so that is ok with me. Again I appreciate your help and input.
 
Hi, i had this error too. What i did was just to donwload again the V2 installers (FSX and P3D) from simmarket and the error vanished. The old method witch contained a server validation is no more and now it just asks for some local information as Bjoern said above. I suggest to download again all the installers.
 
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No issue with the data entered it just won't contact the address hidden in the wrapper script I guess, which has probably changed as it was 2012 that I purchased the aircraft.

2012, eh? So you basically have v1 which was/is marketed as an entirely different product. Version 2 was released in 2015, but the upgrade from the previous version wasn't free (~$20). If Simmarket didn't fix the v1 installers at one point, the problem with the non-responding activation server is most likely unsolvable. Not the best product support policy if you ask me.

My mods only work with v2.1, so you wouldn't be able to use them in the first place. So better stick to the Coolsky rendition instead of wasting time with something that's ultimately broken.
 
As you may have noticed (or not), SP2 for the FSX release of the DC-9 v2 has been out for a few days.
http://skysimulations.com/


I, of course, dug through the code and found out that some of the fixes are from my mod package, such as the PID controller for the AP's speed hold mode, extended hydraulic failures and fixes to K: var spam. They even incorporated my first officer, albeit with a different voice set. So much for the humbling part.

The disappointing part is that long standing bugs, mentioned in my readme, such as the inop fuel heat switches in the VC, the mismapped auxiliary tank gauge in the later models and the clumsy handling of the temperature selectors are still present.
And to be really nitpicky, I'd love to have the models reflect the subtle structural differences of each version (no anhedral on the vstab of the -10, different wing-body-fairing on the later -30s, 40s and 50s, angled reversers on the -50s) instead of being a lengthened and shortened -30. But that's wishful thinking and will definitely require an e-mail to the devs and a bit of convincing.

One, more or less major, new feature in SP2 is 3D light effects for the nav, beacon and strobe lights. I like it since it does away with the "floating light" bug of the .fx lights.


Take note that the DC-9 still isn't P3Dv4 ready, but...


I'm working on a new mod release. The three .gau files used by the DC-9 contain nothing but the 2D panel night lighting and engine instruments, all of which I've managed to recreate for one flavor of DC-9 so far in XML, which means that the aircraft may be used in 64bit sims (once XMLTools64's XMLTable bug is ironed out). Note, and write this down if need be, that use in P3Dv4 will be at your own risk. I don't own it, so I can't support it.

Other changes to the mods so far...

Electrics: APU/GPU provides real electricity. Electric system handling modified to bring it in line with the real thing, i.e. no requirement for the battery if the GPU is plugged in, emergency power for supplying AC from the DC battery and other minor things.
Fuel: One of the bigger items. Fuel management has been brought in line with the real DC-9. Fuel can be transferred from the aux tank to the mains, crossfeeding requiring a proper fuel pump configuration, the center tank pumps overpowering the wing tank pumps...oh, and the APU uses fuel now. But only from the right wing tank, which requires a bit of crossfeed management if you don't want to bust the 1000 lbs imbalance limit for the wing tanks.
Engines: The EPR gauges have been rebuilt, you won't see those weird values of less than one anymore (which, I think, will only occur during compressor stalls). Hung starts (too little fuel pressure) are implemented.
Panels: Night lighting for the 2D main panels has been restored and the night lighting for the 2D overhead has been fixed. The EPR/RAT instrument's indications may now be sent directly to the EPR bugs, even automatically and appropraite to the current flight status if desired (less workload, more realistic engine handling).
Pneumatic system: Engine starters will now lower available pneumatic pressure.
Sounds: A few more cockpit sounds, especially for some levers.

And some other minor things I have forgotten.


As mentioned above, implementing the changes into the other panel variations (16 in total!) will take some time.
Also on the bucket list is a crude battery simulation to provide more time for ground ops, an expanded EGT system with hot starts (fuel valve open+starter off+pumps on = barbecue) and at least thermal stress tracking.


I'm still considering whether to send the -9s to the FDE shop or not. They just climb too well near the edge of their envelope* and the N1 indications need to be brought in line with the real JT8D. But this is a whole other can of worms and will require a lot of time...or at least a visit home to fetch the 727's tables and data.



*At the same thrust to weight ratio, a 727 will struggle to attain its cruise alt in the low to mid 30s with vertical speed slowed to a crawl and a realistic EPR-driven power setting. Currently, the DC-9, same t/w ratio, clocks in at 1000+ fpm at 36000 ft, also using realistic EPR-driven power settings. Unless proven otherwise by a real Nine driver or other real data, I consider this excessive.




Note:
Even after I'll be done, you'll be better off with the Coolsky version if you want to click ALL switches in the cockpit, important or not. The SkySims model focuses just on the important things. Can't stress this enough.
 
P3D?

As you may have noticed (or not), SP2 for the FSX release of the DC-9 v2 has been out for a few days.
http://skysimulations.com/


I, of course, dug through the code and found out that some of the fixes are from my mod package, such as the PID controller for the AP's speed hold mode, extended hydraulic failures and fixes to K: var spam. They even incorporated my first officer, albeit with a different voice set. So much for the humbling part.

The disappointing part is that long standing bugs, mentioned in my readme, such as the inop fuel heat switches in the VC, the mismapped auxiliary tank gauge in the later models and the clumsy handling of the temperature selectors are still present.
And to be really nitpicky, I'd love to have the models reflect the subtle structural differences of each version (no anhedral on the vstab of the -10, different wing-body-fairing on the later -30s, 40s and 50s, angled reversers on the -50s) instead of being a lengthened and shortened -30. But that's wishful thinking and will definitely require an e-mail to the devs and a bit of convincing.

One, more or less major, new feature in SP2 is 3D light effects for the nav, beacon and strobe lights. I like it since it does away with the "floating light" bug of the .fx lights.


Take note that the DC-9 still isn't P3Dv4 ready, but...


I'm working on a new mod release. The three .gau files used by the DC-9 contain nothing but the 2D panel night lighting and engine instruments, all of which I've managed to recreate for one flavor of DC-9 so far in XML, which means that the aircraft may be used in 64bit sims (once XMLTools64's XMLTable bug is ironed out). Note, and write this down if need be, that use in P3Dv4 will be at your own risk. I don't own it, so I can't support it.

Other changes to the mods so far...

Electrics: APU/GPU provides real electricity. Electric system handling modified to bring it in line with the real thing, i.e. no requirement for the battery if the GPU is plugged in, emergency power for supplying AC from the DC battery and other minor things.
Fuel: One of the bigger items. Fuel management has been brought in line with the real DC-9. Fuel can be transferred from the aux tank to the mains, crossfeeding requiring a proper fuel pump configuration, the center tank pumps overpowering the wing tank pumps...oh, and the APU uses fuel now. But only from the right wing tank, which requires a bit of crossfeed management if you don't want to bust the 1000 lbs imbalance limit for the wing tanks.
Engines: The EPR gauges have been rebuilt, you won't see those weird values of less than one anymore (which, I think, will only occur during compressor stalls). Hung starts (too little fuel pressure) are implemented.
Panels: Night lighting for the 2D main panels has been restored and the night lighting for the 2D overhead has been fixed. The EPR/RAT instrument's indications may now be sent directly to the EPR bugs, even automatically and appropraite to the current flight status if desired (less workload, more realistic engine handling).
Pneumatic system: Engine starters will now lower available pneumatic pressure.
Sounds: A few more cockpit sounds, especially for some levers.

And some other minor things I have forgotten.


As mentioned above, implementing the changes into the other panel variations (16 in total!) will take some time.
Also on the bucket list is a crude battery simulation to provide more time for ground ops, an expanded EGT system with hot starts (fuel valve open+starter off+pumps on = barbecue) and at least thermal stress tracking.


I'm still considering whether to send the -9s to the FDE shop or not. They just climb too well near the edge of their envelope* and the N1 indications need to be brought in line with the real JT8D. But this is a whole other can of worms and will require a lot of time...or at least a visit home to fetch the 727's tables and data.



*At the same thrust to weight ratio, a 727 will struggle to attain its cruise alt in the low to mid 30s with vertical speed slowed to a crawl and a realistic EPR-driven power setting. Currently, the DC-9, same t/w ratio, clocks in at 1000+ fpm at 36000 ft, also using realistic EPR-driven power settings. Unless proven otherwise by a real Nine driver or other real data, I consider this excessive.




Note:
Even after I'll be done, you'll be better off with the Coolsky version if you want to click ALL switches in the cockpit, important or not. The SkySims model focuses just on the important things. Can't stress this enough.

Hi!

Are your fixes compatible with the the P3D v4 version? I have a bug in the autopilot where the plane wont hold altitude. The VS wheel goes from -100 ft direct to +100 ft. No 0 in between.

Any help much apreciated. Sorry if question posted in wrong place.
 
Hi!

Are your fixes compatible with the the P3D v4 version? I have a bug in the autopilot where the plane wont hold altitude. The VS wheel goes from -100 ft direct to +100 ft. No 0 in between.

Any help much apreciated. Sorry if question posted in wrong place.

I don't know if there's any difference between the FSX and P3Dv4 release apart from recompiled gauges.
If not, and if you replace the XML sound gauge with the 64bit version and install the 64bit XMLTools, the mods might work.
 
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