DC-4 Skymaster

In a true spirit of 'you show me yours and I'll show you mine' - Here is your DC4 against the backdrop of an early WIP shot of EINN - Shannon International Airport in 1959.

I love what you've done with the DC4 so far!! Already it works far better than the freeware flysimware port version did. I can't wait to see more of how your development continues. And I will do my best to help beta test when I have the time. And hopefully one of these days I'll have a Shannon in a state where I can ask some of you old prop fellas to come and beta test it for me too.
 

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Project progress point

Last week I focused on the lighting part inside the cockpit and also on the associated electrical part.
Both models have a "functional" internal lighting system, even though some things are not yet well controlled.
- The "pilot light" switch that controls the lighting of the 3 red spotlights should work in theory, but the variable "LIGHT CABIN ON" does not seem to change of value correctly... it should be noted that under FS20, pressing the L key repeatedly turns these spots on ... I still have a bit of work left to do on theses points
- On the C-54, the GPS and other instruments turn on when the BATTERY switch is set to ON, whereas they should only turn ON when the AVIONICS switch is switched to ON ...

The last version v0.54 :

This version works a bit better under FS2024 than under FS2020, especially with the navigation lights on the wings: the white flashing lights appear clearly.

FS20 on the DC-4 SAAF in the Mecanical Officer location (FE jupseat : First Engineer jumpseat)

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FS24 on the C-54 in the the Mecanical Officer location :

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FS24 exterior view :

1786352575135.png
 

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Hello,

Now, the first bug listed above is solved and the various panels are not illuminated when the "INSTR LIGHT SWITCH" if OFF, even if the "MASTER BATTRY" is ON.
So, this morning I have updated the dropbox link :encouragement:

Regarding the remaining work to be done on the cockpit, I still need:
1 - code the propeller synchronization gauge
2 - code the CABIN CALL warning indicator just below the DOOR OPEN warning on the left of the overhead
3 - animate the propellers and code the animations as well as the propeller feathering commands
4 - animate the wipers and theirs levers.

Once this is done, I will finally be able to take care of the "hydraulics system", especially with the lever at the copilot seat gauge and the WWISE + Legacy sounds.
The "PBR interior textures" part to be updated will be the last step of the project. It is the most important part for me because it will allow me to finalize the addon and really make it a native FS20/FS24 aircraft ;)

PS: I have some Eastern Eggs to add but ... chuuuttt :p
 
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Hello,

Now, the first bug listed above is solved and the various panels are not illuminated when the "INSTR LIGHT SWITCH" if OFF, even if the "MASTER BATTRY" is ON.
So, this morning I have updated the dropbox link :encouragement:

Regarding the remaining work to be done on the cockpit, I still need:
1 - code the propeller synchronization gauge
2 - code the CABIN CALL warning indicator just below the DOOR OPEN warning on the left of the overhead
3 - animate the propellers and code the animations as well as the propeller feathering commands
4 - animate the wipers and theirs levers.

Once this is done, I will finally be able to take care of the "hydraulics system", especially with the lever at the copilot seat gauge and the WWISE + Legacy sounds.
The "PBR interior textures" part to be updated will be the last step of the project. It is the most important part for me because it will allow me to finalize the addon and really make it a native FS20/FS24 aircraft ;)

PS: I have some Eastern Eggs to add but ... chuuuttt
So as I understand, you have made some additional"fixes" and just redownload the v0.54 again?
 
Yes, it was that I have try to explain.
Today, I will also solved the fact that GPS and others avionics gauges are ON just with the MASTER BATTERY ON: I think it is the standard ModelBehavior which is the reason of that. So I will write a specific ModelBehavior to obtain the right behavior.
 
the gyropilot heading on the dc-4 version seems to move in large movement compared to the heading setting making it un-sync from what is actually displayed in version 0.54
 
Thanks for your feedback and sorry but why do you think that I write and maintain a ChangeLog file ?

Extract of changeLog v0.54:
ToDo List Step 2:
-----------------
Why the oil pressure is in the good ranges for the DC-4 and not for the C-54 ?
Verification of fuel pressure indicated versus the boos pumps used ...
FindGyro compass seems to give the opposite direction ? (180° for 300°)

Animation and coding of feathering for the propellers
Animation and verification of the code for trims (external model)
Hydraulic management : animation of some 3D gauges, XML code, levers, etc
Adding a jeep and an engine to transport in the C-54 cabin (3D model ready)
Adding people or military people in the DC-4 cabin (3D model ready)
Camera.cfg should be improved [CTRL+7 & CTRL+8]
I will allso add this on the next ChangeLog v0.55 : "On the Sperry, the gyro seems to give also a bad information." This seems to be due to a bad alignment of the texture on the moving element.

Thank you for testing the Beta versions and reporting bugs, but take the trouble to read the Changelog because reporting bugs that have already been listed does not move the project forward.

Regarding certain gauges that do not work properly I will work on theses point on the Alpha version.
 
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Thanks,
This morning two others points are solved:
1 - code the propeller synchronization gauge (y)
2 - code the CABIN CALL warning indicator just below the DOOR OPEN warning on the left of the overhead (y)

The xml code for the synchronoscope has been write from the 3 gauges finded in the P3D version: a difference between the RPM of prop2, prop3 and prop4 is computed relative to the value of prop1 RPM, so the gauge isn't running until the engine 1 is started (green diamonds upper the throttle 1 & 2) ... maybe the direction of rotation is reversed with respect to logic, but it will be enough to add a minus sign to the existing code to correct this ;)

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The button CABIN CALL can be pushed even if the BATTERY is OFF but in this case it doesn’t light up. When it is pushed the warning panels "Fasten Seat Belts" and "No Smoking" are light up.

1786693325610.png

That’s all for today because the temperature is getting a bit too high ... this will allow me to think about the next point: the feathering buttons and the code that will be used (without the same dout as on the PBY). Then I will work on the "hydraulic system" (lever at the left of the copilot seat)

Theses last points should close the "cockpit step" (of course I will solve the bugs on theses gauges but after)
 
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"General MacArtur arrived at the foot of his C-54A to go to the operations theater".

All that’s left is to load his favorite jeep into his aircraft ... [todo].
Protection nets for the seats are located in the front of the cabin just to model some seats on each side of the cabin ... [todo]

1786789424020.png
 
Before starting the hydraulic part, I wanted to complete a small development that I had in mind regarding the cargo part.
Here is what I realized about this C-54:
- total repair of the 3D model of the interior of a cargo part
- creation of the aircraft structure as close as possible to the outer envelope
- cutting out the emergency exits from the cabin to the wings (they will be animated in the near future)
- adding seats for soldiers in transit by including the nets that serve as files for these soldiers
- a small Eastern egg with a general Patton low poly found as free on Sketfab
- some crates and a jeep to give a reason to fly with the C-54

1787070590182.png

The cargo bulk of the C-54 is ready (rear view from the cockpit's door) :

1787069785079.png

I still have the floor to redo according to a photo taken in a real C-54: aluminum plates with the embossments where the fastening rings for the cargo holding straps are placed.

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Hello,

On some models of C-54 (the R5D but also on some C-54 with 8 tanks in the wings), Douglas added a reserve oil tank of 50 gallons to allow to supplement the oil tanks of the nacelles (in case of high consumption) if necessary during long flights.

On the manual of the R5D and C-54E there is also a diagram of this equipment. Here a photo of this oil tank which was located on the right side just behind the front door.

1787324294618.png

Here the implementation in the C-54 interior model :

1787324877324.png

Normally on the right side of this bulk, next to the Warning label (in black on the screen), there are 2 switches:
- one serves as a breaker and
- the other powers the electric pump
- the yellow selector allows him to choose the oil tank to be supplemented from this reserve.

The 4 oil tanks are declared in the "FUEL_SYSTEM" section as additional fuel tanks but are not used for engine power, which allows them to be viewed in the FS interface and to be able to change their level before starting the flight.

Since I wanted to add the "Engine Enhanced" add-on that I had developed for the Stearman, an add-on that manages oil consumption, this will allow me to add a few lines of code that will allow the plane to be flown once it is in service.automatic to move around the cargo cabin and add oil if needed. Of course, I will need x4 the XML code to adapt this model to the DC-4.

To simplify the process a bit, we will need:
- select the tank to be completed
- click on the switch that controls the pump to add a few gallons (value still to be determined by experiment) until the tank is at the correct value.

PS: On the main panel, 4 red lights are placed near the engines gauges, that light up when one of the oil tanks no longer contains more than half the maximum capacity.
Yes, I forgot to model the funnel and the two rags :)

The cargo interior currently in the v0.55 version (next version scheduled for next week if everything goes well) :

1787326081958.png
 
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Hello,

Today I wanted to talk to you about an issue encountered when setting up the last function regarding the backup oil tank.

When creating an aircraft for FS, the 3D is in my opinion the simplest part. You need to have "good vision in space" and then know your 3D software well, but this is easily achievable with a bit of training.
The analysis of a function, the choice of realization hypotheses based on an SDK and XML encoding is much more delicate. An error in the analysis and you are forced to start over or even give up.

For the backup oil tank, I based myself on the latest FS20 SDK, which stated that the variables A:FUELSYSTEM TANK CAPACITY:x could be written by the user.
Ref: https://docs.flightsimulator.com/html/Programming_Tools/SimVars/Aircraft_SimVars/Aircraft_Fuel_Variables.htm?rhhlterm=fuelsystem tanks tank capacity&rhsearch=FUELSYSTEM TANK CAPACITY
In this documentation this variable is writable .... (the symbol on the right column).

For this, I created 5 additional fuel tanks that are a bit special because they are not connected to the overall engine fuel system.
This way, we can view them in the FS GUI (interface Weight & Load) and change their content at the start of the flight and thus the weight (the specific weight of oil is different from that of fuel but it’s not a big problem) of these tanks is taken into account in real time by the simulator.

1787650026103.png

Once the modeling was done and the coding of the gauge and 3 switches, I started updating the capacities of the tanks during the flight.
For example, as for reducing the backup tank by a quantity of Y gallons, it works perfectly, but it is impossible to increase one of the nacelle tanks by that quantity.
In the following command, tank.13 is the backup tank and tank.10 is an engine tank, @OilPumpInject is a macro used to set up more easily the XML code
Code:
(A:FUELSYSTEM TANK QUANTITY:13, Gallons) @OilPumpInject - (>A:FUELSYSTEM TANK QUANTITY:13, Gallons)
(A:FUELSYSTEM TANK QUANTITY:10, Gallons) @OilPumpInject + (>A:FUELSYSTEM TANK QUANTITY:10, Gallons)
Theses two lines gives the opposite result: instead of having a capacity that increases in the tank.10 at its reduced capacity by the value @OilPumpInject.
First, I thought that it was a mistake in the code but after a lot of simplifications to conserve the minimum, I was indeed forced to notice that the SDK (of FS20 but also the FS24 ...) didn’t say everything: these variables are well writeable but they can only decrease... thinking about it a little, it makes sense, but why didn’t Microsoft specify it in the SDK in a clear way?

So after a week of work, I am stuck in my development but not stopped anyway.
Now I have two solutions:
1 - integrate more quickly the Engine Enhanced code I had developed for the Stearman, which had only one engine, so I will need to multiply the existing code to simulate the four engines; this code took into account oil consumption (heating and leaks) via local Lvars variables. (these are variables defined by the developer so he can do what he wants with them) and at the end of the flight the content of these variables is written to the hard drive and in the Avars variables of the simulator (this works) so that during the subsequent flight, these values are read at startup and used for more realism.
2 - go further in the complexity of the simulator by using the integrated XFEED function, which allows fuel to be switched from one tank to another, but this requires adding valves for each "oil" tank, a transfer pump for the backup tank and an additional electrical circuit for this pump ... without connecting these 5 tanks to the existing fuel system (???)... this will be the ultimate solution if the previous one causes problems.

To continue ...
 
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