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  • Please see the most recent updates in the "Where did the .com name go?" thread. Posts number 16 and 17.

    Post 16 Update

    Post 17 Warning

FSX Native DC10

CG_1976

Ret. US Coastie/RCAF
The DC 10 FSX native model is back for round 2 and this time it has a VC.
Filename: [FONT=verdana, sans-serif]tomdc10.zip[/FONT] [FONT=verdana, sans-serif]License:[/FONT] [FONT=verdana, sans-serif]Freeware[/FONT] [FONT=verdana, sans-serif]Added:[/FONT] [FONT=verdana, sans-serif]23rd April 2012[/FONT] [FONT=verdana, sans-serif]Downloads:[/FONT] [FONT=verdana, sans-serif]114[/FONT] [FONT=verdana, sans-serif]Author:[/FONT] [FONT=verdana, sans-serif]Thomas Ruth, Eric Cantu[/FONT] [FONT=verdana, sans-serif]Size:[/FONT]
Avsim
 
Stunning model and VC! Only a couple of minor issues I found were that the jet seems to sit too high on it's mains and nose gear. Also the roll rate was a bit high. In the process of fixing the issues now.
 
Thomas Ruth does such very fine work. Also can splice this VC into the FSX native L-1011 (adapted from the Cantu Vistaliners model).
 
Thanks for the HU!
Nice craft!!

Rick

Found a sound pack at Flight Sim..
<center>FSX - FSX Sound</center><center>FSX Douglas DC-10 Sound
</center><center>[SIZE=-1][ Download | View ] [/SIZE]</center>[SIZE=-1][/SIZE]
Name: dc10sound.zip Size: 24,292,371 Date: 10-23-2011 Downloads: 1,711
[SIZE=-1]
dc10sound.gif
FSX Douglas DC-10 Sound for use with Thomas Ruth or SGA -10, -15, -30, -40, or any KC-10 models. Sounds compiled by Cooper Honeyman[/SIZE]
 
Thanks for the HU.



Also the roll rate was a bit high. In the process of fixing the issues now.

I've flown the DC-10 simulator at the United Airlines training facility in Denver. The surprising thing about the DC-10 is how light it is on the controls, and it's brisk roll rate. Overall, easy to fly and land.
 
Also the roll rate was a bit high. In the process of fixing the issues now.

Well, after taking it for a spin, you may be right about the excessive roll rate. I don't remember it being that good, lol.

I'm not thrilled that the the boom animation has changed from Shift-Q to Shift-E-3. FSrecorder recognizes Shift-Q, but not Shift-E-3. Oh well, it's free, and it is a very nice model regardless. Especially nice VC.
 
Geez something strange with the IAS hold on Cat3 appr/landing. I just blew into MKE and the nose didnt even touch. more like floated while the mains down.
 
I'm not thrilled that the the boom animation has changed from Shift-Q to Shift-E-3. FSrecorder recognizes Shift-Q, but not Shift-E-3. Oh well, it's free, and it is a very nice model regardless. Especially nice VC.
Can that not be addressed with FSUIPC taking over key mappings?
 
I don't fly Commercial types at all, but after taking this around the pattern (a very wide pattern), I'm going to keep it. I'm only keeping the KC-10 (It's from McGuire AFB after all, lol). The rest I have no interest in. Excellent job though.
 
Got the roll rate about right as well as the eyepoint adjusted and the mains contact points good. Just battling the nose gear height & compression(what a pain!). It's a nice model but regarding the KC-10, the boomers nest & mirror detail is missing and the general boom & drogue detail is low. I'm sure at some point there could be an update to this part of the KC-10 model to improve what is otherwise a very accurate model.

I'm going to keep working away at it.
 
Thomas Ruth does such very fine work. Also can splice this VC into the FSX native L-1011 (adapted from the Cantu Vistaliners model).

Absolutely! Some screenshoots to illustrate this...

240239dc10.jpg


730743dc10ua.jpg


Repaints by Paul Craig, scenery by NL2000.

922922dc10vc.jpg


To merge Tom's DC-10 VC in the Tristar, use eyepoint=89.1, -1.60, 11.34, and the usual model.cfg and texture.cfg tricks.

721913tristar.jpg


FSX native Lockheed L1011-100 "Tristar" by Thomas Ruth and Erick Cantu. ANA repaint by Paul Craig.
 
Okay, here's my landing gear contact point edits. Remember to back up your cfg file first.

Revised Contact Points which lower the model from sitting so high. Remember to edit out point.3 for the versions without the center auxiliary landing gear. This isn't perfect and some may have a different experience or issues that I'm not having with these edits. Some of the contact point gurus may adjust this better than I have.

point.0 = 1, 67.155, 0, -10.80, 5200, 0, 1.68, 90, 0.550, 0.559, 0.92, 8, 9, 0, 180, 250
point.1 = 1, -12.3114, -18.2, -10.99, 5500, 1, 2.51, 0, 0.500, 0.559, 0.94, 9.9, 10.9, 2, 180, 250
point.2 = 1, -12.3114, 18.2, -10.99, 5500, 2, 2.51, 0, 0.500, 0.559, 0.94, 9.1, 10.1, 3, 180, 250
point.3 = 1, -12.3114, 0.00, -10.99, 5500, 2, 2.51, 0, 0.500, 0.559, 0.94, 9.1, 10.1, 3, 180, 250 //AUX Gear


The adjusted eyepoint:

eyepoint=89.5, -1.99, 11.34


And the revised Flight Tuning

[flight_tuning]
cruise_lift_scalar=1.0
parasite_drag_scalar=1.0
induced_drag_scalar=1.0
elevator_effectiveness=1.2
aileron_effectiveness=0.5
rudder_effectiveness=1.0
pitch_stability=1.0
roll_stability=1.4
yaw_stability=1.0
elevator_trim_effectiveness=1.0
aileron_trim_effectiveness=1.0
rudder_trim_effectiveness=1.0

You may also want to revise the flap drag scalar to have more drag when the flaps are fully down on approach as the plane seems a little too "slick" in such a draggy configuration.
 
Okay, here's my landing gear contact point edits. Remember to back up your cfg file first.

Revised Contact Points which lower the model from sitting so high. Remember to edit out point.3 for the versions without the center auxiliary landing gear. This isn't perfect and some may have a different experience or issues that I'm not having with these edits. Some of the contact point gurus may adjust this better than I have.

point.0 = 1, 67.155, 0, -10.80, 5200, 0, 1.68, 90, 0.550, 0.559, 0.92, 8, 9, 0, 180, 250
point.1 = 1, -12.3114, -18.2, -10.99, 5500, 1, 2.51, 0, 0.500, 0.559, 0.94, 9.9, 10.9, 2, 180, 250
point.2 = 1, -12.3114, 18.2, -10.99, 5500, 2, 2.51, 0, 0.500, 0.559, 0.94, 9.1, 10.1, 3, 180, 250
point.3 = 1, -12.3114, 0.00, -10.99, 5500, 2, 2.51, 0, 0.500, 0.559, 0.94, 9.1, 10.1, 3, 180, 250 //AUX Gear


The adjusted eyepoint:

eyepoint=89.5, -1.99, 11.34


And the revised Flight Tuning

[flight_tuning]
cruise_lift_scalar=1.0
parasite_drag_scalar=1.0
induced_drag_scalar=1.0
elevator_effectiveness=1.2
aileron_effectiveness=0.5
rudder_effectiveness=1.0
pitch_stability=1.0
roll_stability=1.4
yaw_stability=1.0
elevator_trim_effectiveness=1.0
aileron_trim_effectiveness=1.0
rudder_trim_effectiveness=1.0

You may also want to revise the flap drag scalar to have more drag when the flaps are fully down on approach as the plane seems a little too "slick" in such a draggy configuration.


Thanks for all the work on this StormILM, works great!
:applause: Rick
 
Okay, here's my landing gear contact point edits. Remember to back up your cfg file first.

Revised Contact Points which lower the model from sitting so high. Remember to edit out point.3 for the versions without the center auxiliary landing gear. This isn't perfect and some may have a different experience or issues that I'm not having with these edits. Some of the contact point gurus may adjust this better than I have.

point.0 = 1, 67.155, 0, -10.80, 5200, 0, 1.68, 90, 0.550, 0.559, 0.92, 8, 9, 0, 180, 250
point.1 = 1, -12.3114, -18.2, -10.99, 5500, 1, 2.51, 0, 0.500, 0.559, 0.94, 9.9, 10.9, 2, 180, 250
point.2 = 1, -12.3114, 18.2, -10.99, 5500, 2, 2.51, 0, 0.500, 0.559, 0.94, 9.1, 10.1, 3, 180, 250
point.3 = 1, -12.3114, 0.00, -10.99, 5500, 2, 2.51, 0, 0.500, 0.559, 0.94, 9.1, 10.1, 3, 180, 250 //AUX Gear


The adjusted eyepoint:

eyepoint=89.5, -1.99, 11.34


And the revised Flight Tuning

[flight_tuning]
cruise_lift_scalar=1.0
parasite_drag_scalar=1.0
induced_drag_scalar=1.0
elevator_effectiveness=1.2
aileron_effectiveness=0.5
rudder_effectiveness=1.0
pitch_stability=1.0
roll_stability=1.4
yaw_stability=1.0
elevator_trim_effectiveness=1.0
aileron_trim_effectiveness=1.0
rudder_trim_effectiveness=1.0

You may also want to revise the flap drag scalar to have more drag when the flaps are fully down on approach as the plane seems a little too "slick" in such a draggy configuration.

Do you have the formula to adjust the flap drag scalar that I can use? The other adjustments are spot on for me. Thanks.

:salute:
 
Do you have the formula to adjust the flap drag scalar that I can use? The other adjustments are spot on for me. Thanks.

:salute:

Yes, try this

Adjust:

[flaps.0] drag_scalar=2.0 //<---Training edge flaps

and

[flaps.1] drag_scalar=1.0 //<---Leading edge slats


That should do the trick. You can adjust more or less as you feel is needed. Let me know how it works for you.
 
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