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Flying Stations Sea Fury released(payware) 17May12

Flying Stations Sea Fury has a supercharger with supercharger settings as opposed to a turbocharger, the engine control giving the auto operation as per the real thing is via Centaurus.dll, changing to turbocharger as per the recommendation with the Centaurus sound set removes the engine control hence no boost or power.

A lot of trouble shooting on complaints of lack of power is down to changes like this and a lot of time is wasted trying to sort out why people have this problem.

I am pretty sure those changes suggested to the Piston engine section will have no effect on sound.
 
Flying Stations Sea Fury has a supercharger with supercharger settings as opposed to a turbocharger, the engine control giving the auto operation as per the real thing is via Centaurus.dll, changing to turbocharger as per the recommendation with the Centaurus sound set removes the engine control hence no boost or power.

A lot of trouble shooting on complaints of lack of power is down to changes like this and a lot of time is wasted trying to sort out why people have this problem.

I am pretty sure those changes suggested to the Piston engine section will have no effect on sound.

And this is precisely why I didn't modify the aircraft.cfg.
I think I'll make a new topic about the sound issue, because this is not only for the Fury, but for a few other planes as well, in which the engine(s) is barely audible in the cockpit. I believe this is linked to some settings in the sound.cfg... so I'm going to make a new topic asking this precise question.
 
Anything to do with sound will be in sound.cfg as far as I can tell though back in the dark ages there was a section in the airfile that did have some effect on sound where engine hp plus a couple of other bits came into play.

This was in the days of Fs98, and the then new Combat flight sims plus Fs2000, now everything is either in aircraft.cfg though no sound except for aliasing sound to somewhere other than the model using it.

Sound is sound.cfg controlled as far as I can see though not sure if VC cockpit is specially catered for.

Just MY perception

Rich
 
Leaving aside personal preferences on sounds, this is a wonderful model that looks great, handles beautifully and is a complete blast to fly. It deserves to do really really well.
 
Sea Fury cat hook up point on HMS Victorious is where you see the red light

Just free info you may already know, you will not have a red light this is to give the location.

So to me it looks like aim for the shuttle to be inline horizontally with that furthermost seam line on the cowling.
 
A big +1 to Flying Stations for this release. For $15, the value is excellent. It's nice to have a native Sea Fury, finally!
fssf1.jpg

fssf2.jpg

A few items of question for you guys that have been fooling with it all week:
1.) Do you find it a little too quick?
2.) Are a dedicated Bristol Centaurus soundset due this fine aircraft?
3.) I'm not getting any reflective textures, by adding a dark alpha for the exterior skins, it looks like this is built in to the .mdl. Does it need it some shine?
4.) With the success of this release, should we beg them to do a civilian Wright powered counterpart?

Congrats again to the team!

Joseph
 
A few items of question for you guys that have been fooling with it all week:
1.) Do you find it a little too quick?

2.) Are a dedicated Bristol Centaurus soundset due this fine aircraft?

3.) I'm not getting any reflective textures, by adding a dark alpha for the exterior skins, it looks like this is built in to the .mdl. Does it need it some shine?

4.) With the success of this release, should we beg them to do a civilian Wright powered counterpart?

Congrats again to the team!

Joseph

Hi Joseph, thanks for the post, some answers to your comments:

1. Its modeled to the Sea Fury POH, she was / is a quick plane indeed.

2. Personal choice if you don't like the "Actual" Bristol Centaurus sounds that were recorded for this release.

3. Each one of the External textures - 01 - 02 - 03 all have Spec Maps applied with areas such as the panel lines, undercarriage bays, not slip walk ways, tyres and exhaust dirt knocked back to shine less, your second image (and what an image it is I might say!) clearly shows the shine there.

4. You can beg, but in all honesty its unrealistic, there are too many other things in the hopper that are closer to our hearts.

But thanks for posting those amazing images and picking the plane up. Releases will always split opinions as to sounds / textures / flight models etc, we are a very small team, we take our time as we all have very busy real lives to juggle, it is a real labour of love what we release and we appreciate all the positive comments.

I am looking forward to some repaints, she offers a lot of potentials.

Cheers,

Sketchy
 
Thanks for the personal response!

I am a very happy customer, and will look forward to the next release.


Joseph
 
Just a quick note on the throttle response.

To prevent over boosting and reduce pilot workload the real Sea Fury doesn't directly link the throttle lever to the throttle butterflies. Instead it was linked via an aneroid capsule and a suitable system of levers and gears which would limit the opening of the butterflies to that required to achieve max permitted boost of 9.5". This means they aren't fully open until ~18,000' in high gear where the supercharger can no longer compress enough air to compensate for the drop in pressure.

To emulate this in FSX the user's throttle input is scaled with altitude before being passed to FSX, consequently at sea level if you have the throttle fully open FSX thinks it's only 70% open, and half open is ~35%. Above 18,000' throttle input and output are identical, if you move between these two heights with your throttle at a fixed position the value passed to FSX will vary with altitude but you will be achieving the same percentage of available throttle and power at all heights.

Generally you should be monitoring boost and RPM (or just boost with the RPM in the auto position) for performance rather than where the throttle is as in reality this will vary by aircraft anyway. Or in helicopters by how much the all up mass is at any moment in time.

Incidentally the internal sound volume is based on wearing a helmet with built in headset to avoid long term deafness in the Fleet Air Arm's pilots!

P.S. for the reflective textures try using a light alpha rather than a dark one, we used a slightly different recipe for the textures than most developers.
 
Skippy it's not the engine throttle response or aircraft performance its the actual throttle lever in the vc, Ive notticed it king of sticks and jerks while the engine and performance are actually responding as should with my throttle, it's kind of hard to describe, tbh it's a minor cosmetic thing and doesn't detract from the immence fun of flying this beauty or its performance in any way! :salute:
 
Skippy it's not the engine throttle response or aircraft performance its the actual throttle lever in the vc, Ive notticed it king of sticks and jerks while the engine and performance are actually responding as should with my throttle, it's kind of hard to describe, tbh it's a minor cosmetic thing and doesn't detract from the immence fun of flying this beauty or its performance in any way! :salute:

Hmmm, not sure why it's doing that, basically it should be representing the input value from your joystick's throttle, i.e. the number that then gets scaled by the gauge to pass to FSX.
 
P.S. for the reflective textures try using a light alpha rather than a dark one, we used a slightly different recipe for the textures than most developers.

Good-day,
Thank-you for the response. I had tried either lighter, or darker alphas, 32-bit 888 .dds sheets. Neither one will yield respective textures, and I find within the .mdl that there is no reflective scale set for the wings/fuselage, nor an environment map. So, basically the diffuse alpha isn't doing anything. With a tool like MDLMatxx, I could theoretically add the reflective scale, and adjust it, however, without a reflection texture assigned to that diffuse, It will still not work. I Had tried modelconverterx to test this theory, and it does work, however the export back to .mdl with an aircraft causes anomalies, seeing as they have not advanced that tool to be able to handle flying aircraft exports.

This is as far as I have gotten thus far.

Joseph
 
Regarding the throttle issue, I compared the throttle animation in the vc with several other aircraft and the Sea Fury throttle animation is jerky compared to others. I know nothing of the design parameters in constructing animated parts but it is as if there were not enough measurement points along the throttle axis.
 
The throttle animation is perfectly smooth on both my test machines and all the beta testers so I'm confident the issue doesn't lie there.
The only person who had an unusable throttle had his throttle controls set up for engines 1 and 2 rather than just throttle, this has been fixed by updating the gauge to look for the Throttle or Throttle1 values. While it wasn't working he was getting occasional jerky animation of the throttle as the gauge fought his inputs.
The people who're getting jerky animation can you confirm what control axis you have set up for throttle control? i.e. could there be two inputs that are causing the gauge to fight itself?
 
Hi everyone
hoping to give my little contribution here is what I found out after buying today the Sea Fury and testing her with some different control inputs, here is what I found out: I have FSX with controls (Sidewinder FF2+CH pedals & PRO THROTTLE) mapped via FSUIPC and I downloaded the latest centurion.dll from Flying Station site.
with all the possible configurations if I put the throttle to idle position, it just jumps back to full power out of control and sometimes it ends up like this:
View attachment 66225
the only way I found for using the centurion.dll controlling the supercharger and the BOOST\RPM has been mapping the throttle control to "throttle engine 1" not "general throttle" via the FS axis assignment and not via FSUIPC, this gives me full contol of the engine with the prop on auto and\or full forward position while at low altitude if I "slam" the throttle forward the BOOST goes immedidiately to 20psi, then the autoboost control intervenes and brings it back to normal; can this throttle problem this be fixed manipulating the "centurion.dll" because if I cut out the throttle control via joystick and use the keyboard, there is no problem at all ?
Thanks in advance
 
Yeah that's what I'm finding too, te throttle open fully and throttle cut keys work fine, but the increase throttle incrementally I think it's called which my throttle is mapped too gets this jerky response!
 
Yeah that's what I'm finding too, te throttle open fully and throttle cut keys work fine, but the increase throttle incrementally I think it's called which my throttle is mapped too gets this jerky response!

The throttle increment/decrement controls (i.e. F2 and F3) will look jerky as it goes in increments of about 4%, using the Throttle Axis you should get a smooth animation as there are ~32000 possible positions with the position being sampled 6 times a second, that's all set by FSX.

I don't know for sure what happens if you use FSUIPC but I'd guess there's a conflict between it and the gauge as both are trying to take control of passing throttle position to FSX, if FSUIPC 'wins' then Centaurus.dll won't get the actual throttle position and so just passes 0 to FSX.

I'm not sure how you're getting to 20" of boost, it sounds like for some reason Centaurus.dll thinks the throttle position is greater than 100% for some reason. I'll see if there's an easy way to add a sanity check to the code.

Roger, what is your joystick's throttle actually assigned to in FSX?
 
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