MV22B Rel1.0 released

Is the very choppy animation of the spinning props fixed ?
Although personally I didn't have the problem of "very choppy propspin animation" (caused by unstable framerate) on my PC, this has been re-modelled in Rel2.
But if you had that problem with Rel1 on your PC: Yes, fixed in Rel2.

Rob
 
Impressive, Josh!
Not an easy landing to make, no question. I'd feel lucky to catch A wire, ANY wire, let alone a 3-Wire, in the F-18 I love so much under those conditions. I can see I need to wait, not easy let me say, for the Rel2 before I try it with the MV-22! Going to be a huge challenge. One I can see you took up, and did very well at. To borrow a Top Gun phrase, you did great, right up to the point where you died :D
Keep up the great work you're doing. You are teasing us!

Rob,
I am glad to hear about the hoist ops update! A question, if I may: Will the view out (down?) the doors be a pop-up, instead of a full-screen window? I am not sure I want to leave the cockpit, no mater how good the hover capability, to perform hoist ops.
Just wondering :)


Looking wonderful overall, Maryadi! Thank you very much for you amazing efforts on this bird! :encouragement:

Pat☺
 
Love the new lighting, especially the tip lights, haven't seen those since the CH-46. All USN/NATO ships do have published wind limits based on speed and direction, wind out of limits get the CO to turn or no landing. I would suggest flying the night approaches on NVGs without lights. One of many reasons to switch to P3D, but EO/IR system modelling is a big one. I wish I can get all my FSX aircraft that carry a pod or ball to work like that. Nice vid!
 
Although personally I didn't have the problem of "very choppy propspin animation" (caused by unstable framerate) on my PC, this has been re-modelled in Rel2.
But if you had that problem with Rel1 on your PC: Yes, fixed in Rel2.

Cool, read where that could be caused by not enough transparency while rotors were spinning ?
 
Although personally I didn't have the problem of "very choppy propspin animation" (caused by unstable framerate) on my PC, this has been re-modelled in Rel2.
But if you had that problem with Rel1 on your PC: Yes, fixed in Rel2.

Cool, read where that could be caused by not enough transparency while rotors were spinning ?

I use to have choppy protrotors as i have a slow pc, around 15 frames usually. I can confirm that the choppy issue with slow framerate has been fixed, and the rotors now spin quite smoothly

As for transparency of the blades, as far as I know, that has nothing to do with the animation and how its handled. The MV-22s blades in real life are very "non-transparent" (if that makes sense).

Because I live next to MCAS Miramar, Ive had the opportunity of seeing this aircraft fly multiple times, and the best way I can compare the proprotors and what they look like when they are spinning is with this video. I quickly found this vid with a youtube search, but it does compare quite well to what the proprotors look like with my own eyes.


Update: I just noticed that the video I posted was the exact air show day that I went to last year, and still remember watching this demo from my memory.
 
Rob,
I am glad to hear about the hoist ops update! A question, if I may: Will the view out (down?) the doors be a pop-up, instead of a full-screen window? I am not sure I want to leave the cockpit, no mater how good the hover capability, to perform hoist ops.
Hi Pat,

The new Camera view for Hoist operations is just a properly located FSX/P3D camera view (a Camera positioned above the newly-animated Hoist doors, looking down).
So you can simply open a new (second) window via the View-NewView menu. Like any other Camera view.

In my new Rel2 addon, I will also incorperate all the shipdata (VMR-sizes) you created and sent me last year.
So if you have any more since then, just mail it to me and I'll add them too in my gauge.

As to Hoist operations:
I just discovered a new trick to avoid the dreaded "broken cable" problem when flying around with an object attached to the hoist cable.
- When the object is attached, just hoist it fully up and load it "into" the aircraft with "Hoist/Sling (Attach/Release)" command (default key: 'O'). So it's added to the payload.
- Then fly towards the destination, at any speed with whatever maneuvering.
- When near the destination, reduce speed, go into VTOL config and wait until the aircraft hovers again at very low airspeed.
- Then "extract" the object with another 'O' command (so it's visible on the hook again), lower it, and release it when it's on the ground.

Of course, it's a bit cheating if your "object" is much larger in size then the V22 itself ..LoL ..; but at least it works, without the risk of a "broken cable" during transport flight.

Cheers, Rob
 
Yup! You need to add some sort of weight-n-balance, Station _LoadX= entry, and then set the correct station in the [slingX] section for the hoist to make this work. I thought I had those things added to the sling entries I sent to you. If I didn't, let me know, and I'll take care of it. Once you get all that, and deposit the load into the fuselage, it will add the weight to the location you specify in the station_loadX= entry. Of course, this changes the plane's overall W&B, so the station_load entry needs to be in the correct location. I think I set mine for just inside the ramp at the rear. It makes sense, since it's not very likely you'll slip a pallet up into the plane through a pair of small sling cable doors on the bottom of the bird :)
Naturally, with the REL2, I don't know the proper coordinates to do this, for the correct Station_LoadX= entry, so I'll have to wait until it's released. It might be an idea to have this entry already in the W&B section when the plane is released, but it's not essential. Same with the [Exits] section. It's be real nice to have the correct entry for the sling cable doors, but again, not critical. I can get it all once the plane is released :)
All this stuff is inter-related. The [slingX], W&B, and [Exits] sections, all relate to one another, so it can be a little head-ache to set up. But not a big headache. Just a tiny one :D I can take care of it, if y'all want.
Thanks for the answer, Rob.

I haven't added any more ships. As they're released, I will try to keep up. CIMOGT releases ships faster than I can think, but hey, good for him. I know he just released 4 German Navy packages. I'll try to get them added in to the correct file and send it to asap, but I am practicing for the RTWR with the SOH team, which takes a lot of my time. All depends on y'all's priorities. I would very much being a small part of the SOH team this year (I doubt Flightsim will have one at all), but I can work on helping with the REL2, if you all prefer. Just let me know.

Till then, have fun! Either way, I certainly am.
Pat☺
 
Haze Gray Studios ships?

Hi Pat,

The new Camera view for Hoist operations is just a properly located FSX/P3D camera view (a Camera positioned above the newly-animated Hoist doors, looking down).
So you can simply open a new (second) window via the View-NewView menu. Like any other Camera view.

In my new Rel2 addon, I will also incorperate all the shipdata (VMR-sizes) you created and sent me last year.
So if you have any more since then, just mail it to me and I'll add them too in my gauge.

As to Hoist operations:
I just discovered a new trick to avoid the dreaded "broken cable" problem when flying around with an object attached to the hoist cable.
- When the object is attached, just hoist it fully up and load it "into" the aircraft with "Hoist/Sling (Attach/Release)" command (default key: 'O'). So it's added to the payload.
- Then fly towards the destination, at any speed with whatever maneuvering.
- When near the destination, reduce speed, go into VTOL config and wait until the aircraft hovers again at very low airspeed.
- Then "extract" the object with another 'O' command (so it's visible on the hook again), lower it, and release it when it's on the ground.

Of course, it's a bit cheating if your "object" is much larger in size then the V22 itself ..LoL ..; but at least it works, without the risk of a "broken cable" during transport flight.

Cheers, Rob

Do you have the Haze Gray Studios ships? Don't know if you heard about the new AI Ship payware for FSX/P3D with US Navy ships!
 
Sadly, no. I am on an extremely limited income. Payware of any sort is out of my reach, sadly.
I can add the ships you desire and send them to Rob, but you will have to give me the correct information for them. If you want to do it this awkward way, send me a PM and I will tell you how to get the information I need. Not the most efficient method, but the best I can off at the moment.
If I ever hit the lottery, I'll add soooo many paywares.... :encouragement:

Pat☺
 
In the User-Manual from Kalong I wrote this :
@"In panel folder there 2 panelxx.cfg
- panel32.cfg, for 32bit/ Sim i.e. FSX, P3D v1, P3D v2 and P3D v3
- panel64.cfg, for 64bit/ Sim i.e. P3D v4..."

My OS:WIN-7 /Home Prmium / 64-bit / Service-Pack 1 . / FSX ACC_Gold Edition .

My PC is an Apple / OSX High Sierra and with BOOtCAMP from APPLE
i can use Apple and WIN.

I am using in FSX MV-22B v1 from Kalong . There is no Problem.
Only now the new MV-22B v2 does not work like version 1.

Ulrich-Richard

Sorry for my English.
 
In the User-Manual from Kalong I wrote this :
@"In panel folder there 2 panelxx.cfg
- panel32.cfg, for 32bit/ Sim i.e. FSX, P3D v1, P3D v2 and P3D v3
- panel64.cfg, for 64bit/ Sim i.e. P3D v4..."

My OS:WIN-7 /Home Prmium / 64-bit / Service-Pack 1 . / FSX ACC_Gold Edition .

My PC is an Apple / OSX High Sierra and with BOOtCAMP from APPLE
i can use Apple and WIN.

I am using in FSX MV-22B v1 from Kalong . There is no Problem.
Only now the new MV-22B v2 does not work like version 1.

Ulrich-Richard

Sorry for my English.
Try the 32 bit panel.cfg and see if it makes any difference. Keep in mind that the original V1 was a 32 bit product.
 
Yes, MrZippy is correct. the package are pre-configure for P3D v4. for FSX do this in correct order:
1. rename panel.cfg to panel64.cfg
2. rename panel32.cfg to panel.cfg
done
 
MV-22B Osprey P3Dv4

First of all,thanks again for this gem of an flight sim addon. :applause:

I have installed the Osprey in FSX without any problem
and it works like a charm.
I have even installed it in P3D4 as described, but i couln'd
bring the nacelle, to move. :banghead:

Any clue, someone ?
 
First of all,thanks again for this gem of an flight sim addon. :applause:

I have installed the Osprey in FSX without any problem
and it works like a charm.
I have even installed it in P3D4 as described, but i couln'd
bring the nacelle, to move. :banghead:

Any clue, someone ?
Yes ...
To have no misunderstanding: you are using Rel2 in P3Dv4, right ?? (so not Rel1, that won't work).

If so: are the engines running and the props rotating ?
And if so: what is the position of the Nacelles (0 or 60 degrees) ?
 
Hi, Rob
i'm using P3Dv4 ; win7 64 bit and installed the V2 Osprey as
described.
I have c++2015 all variants installed and have changed my
"AileronTrim" commands for the joystick.
I use the 64 bit Panel of course,
but the nacelles don't rotate.
After loading, the nacelles are in 90 or horizontal position and
the engines running and the props don't rotate until i set the flight controls
to "fly"position.
The Osprey flys as an plane but without VTOL function.
 
MV-22B_v2 / FSX / my PC: WIN-7 , 64 bit
panel.cfg = 64,32 changed ( s.kalong )


Start / VTOL = OK
pgg1opr.jpg



The cockpit display is not working correctly



9603zVJ.jpg


left : my overhed display right : overhead display from Video , see above link

MgNKE8s.jpg





U-R
 
Ulrich,

On the top-left of each 4 MFD's, there is a small knob that sets the MFDs on (off/night/day).
The two MFDs visible on the picture shows they are in Off position. (use mousewheel to rotate them clockwise.)

See section 6.1.1 of the FlightManual !!!

Rob
 
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