• There seems to be an uptick in Political comments in recent months. Those of us who are long time members of the site know that Political and Religious content has been banned for years. Nothing has changed. Please leave all political and religious comments out of the forums.

    If you recently joined the forums you were not presented with this restriction in the terms of service. This was due to a conversion error when we went from vBulletin to Xenforo. We have updated our terms of service to reflect these corrections.

    Please note any post refering to a politician will be considered political even if it is intended to be humor. Our experience is these topics have a way of dividing the forums and causing deep resentment among members. It is a poison to the community. We appreciate compliance with the rules.

    The Staff of SOH

  • Server side Maintenance is done. We still have an update to the forum software to run but that one will have to wait for a better time.

FSX S2F3 Stoof update

Thanks! Always possible to be an edition behind.

With regards to the issue of a plane climbing uncontrollably without response to trim. This CAN occur if starting out on a runway with Autopilot alt hold engaged (guess how I know this???). The autopilot runs the trim full up to gain the set altitude and does not reapond to manual trimming....

Cheers: T
 
Looks great so far, about time we got an FSX native Stoof. My only question is, will the console underneath the GPS be textured? That Garmin looks a bit out of place on the S-2, and I'd prefer to comment that gauge out on my plane.
 
Looks great so far, about time we got an FSX native Stoof. My only question is, will the console underneath the GPS be textured? That Garmin looks a bit out of place on the S-2, and I'd prefer to comment that gauge out on my plane.

No problem. In the panel.cfg, vcockpit04 section, you can add/delete anything you want, as you can on any panel in the cockpit on this aircraft. The texture is console.bmp. Add "//" as shown in the below example to remove the gps.

[Vcockpit04]
file=console.bmp
Background_color=0,0,0
size_mm=1024,1024
visible=1
pixel_size=1024
texture=$console
gauge00=ST_Tracker!AP Panel, 539,21,235,208
gauge01=ST_Tracker!AP Power Panel, 539,229,235,79
gauge02=ST_Tracker!Radio NAV2 an-arn14, 774,110,235,89
gauge03=ST_Tracker!Radio UHF2 panel, 774,334,235,190
gauge04=ST_Tracker!Trim Panel, 539,396,235,217
gauge05=ST_Tracker!Panel Console Lights, 774,21,235,89
gauge06=ST_Tracker!Panel Stall Test, 774,524,235,89
gauge07=ST_Tracker!Panel AP Add, 539,308,235,89
gauge08=ST_Tracker!SW Panel Blank2, 774,197,235,137
gauge09=//fs9gps!gps_500, 14,18,481,397
gauge10=ST_Tracker!magcompass, 148,890,103,97
 
Beta Feedback

euroastar,

Thanks again for all your efforts. :)

The elevator trim works fine.

The flaps work just fine.

Yes, the searchlight switch does not respond.

The only thing I see is that the seat adjusters on each side of the seat cushions need to be lowered.
 
Is it possible that the upper (overhead) console could be made to appear clearer. The labels and switches are fuzzy/blurry when compared to the mail console.

View attachment 69149
This was one of my suggestions with the first round of checks last week. I could not find the correct texture for the overhead. Yes, there is an overhead texture, however it does not contain any of the labels, switches, graphics shown in the sim. I was going to redo it myself but no luck. It needs to be done in at least 2048x2048. Most of the ones I've redone on other ports are even larger at 4096x4096 and are super crisp in-sim.:salute:
 
The overhead texture is in the main texture folder. I can provide a UVW template if anyone wishes to do one at high resolution. As for the other issues, I will continue to work on them later today.
 
Just Ducky

The overhead texture is in the main texture folder. I can provide a UVW template if anyone wishes to do one at high resolution. As for the other issues, I will continue to work on them later today.


That would be a Ducky thing to do if possible. Would match the clarity of the main cockpit console/instrumets/switches et al.

:applause:
 
The overhead texture is in the main texture folder. I can provide a UVW template if anyone wishes to do one at high resolution. As for the other issues, I will continue to work on them later today.

The texture in the texture folder is for the exterior model, not the VC.

For the VC, the wing panels and overhead setup is as follows:

Texture = overhead.bmp for the VC is in the Panel Folder.
The left wing panel is on the bottom right of that texture.
The gauges have the textures on them and are in the ST_Tracker.cab folder.

The gauge for the left wing panel is SW Panel Eng Controls.
If you open that XML gauge in the cab file, you will see the first texture is Sw panel Eng Controls.bmp

Open that bmp to see the texture and text for the left wing panel.
That texture is sizeable for a gauge.

So, if you can sort that out to improve resolution, please do.

I am attaching a 2048 template for the overhead.
 
May or may not help.

The wing panels and overhead setup is as follows:

Texture = overhead.bmp for the VC is in the Panel Folder.
The left wing panel is on the bottom right of that texture.
The gauges have the textures on them and are in the ST_Tracker.cab folder.

The gauge for the left wing panel is SW Panel Eng Controls.
If you open that XML gauge in the cab file, you will see the first texture is Sw panel Eng Controls.bmp

Open that bmp to see the texture and text for the left wing panel.
That texture is sizeable for a gauge.

So, if you can sort that out to improve resolution, please do.
lol, actually. . .now that I think about it, lol, the overhead is just fine as is.:salute:
 
The 2048 texture template is blue. You will need to texture it the same as the original.
You'll have to pardon my "senior" brain lapse here Milton, but I've never worked with a wireframe from scratch before. I assume that what we would need to do is locate all the original textures for each area of the overhead, re-size them to fit the wireframe and then redo all the labels, art, etc to the new resolution?

Addendum:Ok, I see another problem, aside from locating the correct panels for each section of the overhead, there is the artwork used for the original texture. Once you enlarge the textures (let's just say 4096x4096 for the very best clarity). The art would need to be enlarged as well (talking about handles, switch mountings. . .hardware in general) so that would either have to be redrawn or supplied to whoever takes this on, so that there's continuity. So it's not just simply replacing the labels, that's the simple part. . .the rest would be very involved.
 
You'll have to pardon my "senior" brain lapse here Milton, but I've never worked with a wireframe from scratch before. I assume that what we would need to do is locate all the original textures for each area of the overhead, re-size them to fit the wireframe and then redo all the labels, art, etc to the new resolution?

Addendum:Ok, I see another problem, aside from locating the correct panels for each section of the overhead, there is the artwork used for the original texture. Once you enlarge the textures (let's just say 4096x4096 for the very best clarity). The art would need to be enlarged as well (talking about handles, switch mountings. . .hardware in general) so that would either have to be redrawn or supplied to whoever takes this on, so that there's continuity. So it's not just simply replacing the labels, that's the simple part. . .the rest would be very involved.

Yes, no one said it was easy. :) Kind of gives you a feel for what the modeler and gauge maker goes through.
 
Yes, no one said it was easy. :) Kind of gives you a feel for what the modeler and gauge maker goes through.
lol, yep. . .I stand by my previous assessment of the current Overhead panel. I think it looks just fine the way it is, lol.:salute:
 
All the overhead levers were functional in the last MDL release, just the white knobs aren't clickable, but the handles themselves are.

The searchlight switch is now functional and clickable in the VC, just had to reset the scale on the part.

If anyone wants a lighter glass, I can provide an alternate texture with a lighter alpha channel applied

I will readjust the seats, I don't know how I missed that post:icon_lol:

Will double check the material settings for the engine faces, I thought I had fixed it or unless I did it to the exterior model only.
 
Thank you Sir! If that is all that is left, you might just post the .mdl file update for final testing before you release it to the masses ... for the real test :)
 
lol, yep. . .I stand by my previous assessment of the current Overhead panel. I think it looks just fine the way it is, lol.:salute:

Yup....me 2, I put my old panel file back. Maybe someone who know what they are doing will improve on it. It's all Greek to me.

I know just enough to be dangerous. I enjoyed playing Flight Sim 5 on a 5 1/4" floppy disk was the good old days (played it on my Tandy 1000 TX)

http://pcmuseum.tripod.com/trs1000.htm
 
Ok, last round on the S2F3 and here some things:

1.) Seat adjusters. How far do I have to lower them Uncle Milton?

2.) Bloom/specular effects on engine. Tried everything to remove them, but it still shows up. If I can find another solution later down the road, then I will update the MDLs as a future update.

3.) Tried retiming the door animation sequences, but it still does the same thing when opening them. I could reassign all door tags I am using, what do you think guys?

Other then that, I think she is ready for one more round of testing and then release to the masses:icon29:

As a side note, the E1B Tracer will be the next model for conversion, but that one will take a while because of my involvement with Milviz and their Bell 407 which I am coding, on top of my other free projects including our own freeware Bell 222, Mario Noriega's Nardi FN333 which I have FSX native and his Piaggio P149 which will get the same treatment later in the future as well:applause:

Oh so many projects with so little time:icon_lol:
 
Back
Top