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Glowing Heat B-58 Hustler for FSX on Flightsim Store!!!

Frank...hi....thanks for the offer...;)

These two critters in this photo....finding a 'matching' Mach meter has been a no-go [so far]...and the 'thing' at the bottom...it's hard-modelled in the VC of the Glowingheat but it's not at all in the Alpha 58.... and those controls on the left panel...;)

View attachment 8060

Here's the photo that I started the panel from/with ...;)

View attachment 8061

Hi Jafo,

The lower instrument you have circled I used a little artistic licence with. It's supposed to be the Pilots Data Indicator which shows distance to destination, groundtrack and seconds to go. I modelled the VC to represent this gauge using GPS information, so when you're flying towards the next waypoint it will show you distance to go and time to go.

The other items - well the pod drop button was in the alpha B-58 and is also in the Glowingheat B-58 - that is the bottom left small switch, while the other two are - top small circle Bailout Alert switch, bottom right small circle is the Landing Gear Downlock override button. Neither of which can really be successfully used in FSX.

2D panel looks good, there's only a few colour images of the panel, I'd love to go to the US and take a few photos of this panel and indeed the real aircraft. Oh and in case anyone is wondering where the Snoopy variant currently resides - well it's technically not scrapped, but it's not looked after either - it's in the desert near Edwards!

1952203.jpg
 
Artistic Licence is what it's all about...;)

I think I'll stick with the alternate layout that has the clock left of the fuel flow...[tot fuel is behind the stick]...and slowly re-jig the others to more closely follow the photo it all started from.
I've dispensed with the separate refuel and eng gauge windows as they're all 'functioning' within the main 2D ...all the knobs on the right panel now do 'stuff', and the throttle is animated [as a single - being lazy]...
eventually gotta redo the bezels on all 24 eng gauges so they're less scruffy....;)

View attachment 8125

Created a rod for my own back with those bezels....24 of em...all different size/shape....gonna have to find a way to 'cheat' ...;)
 
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Ah....lateral thinking....added a 'bezel' graphic as a gauge....about 28 times...worked slightly better than expected...;) Rewrote the ASI ...now off to hunt down a more 'correct' Mach meter than what I've been using...;)

Ultimately, the 2D panel has a 'well-used' look ....like after a few thousand hours over Vietnam [same Idea as my 105 panel]...;)
 
Frank...hi....thanks for the offer...;)

These two critters in this photo....finding a 'matching' Mach meter has been a no-go [so far]...and the 'thing' at the bottom...it's hard-modelled in the VC of the Glowingheat but it's not at all in the Alpha 58.... and those controls on the left panel...;)
David has an eight hour jump on me since he lives at basically Zulu time. :cool:

From looking at your image with the yellow circles and comparing it to the B-58A flight manual here is what I find.

On the main panel that big gauge on the top row is the Airspeed-Mach Indicator.
The gauge with the "V" shaped window is the Pilot's Data Indicator.

On the forward left console the red collared button is the Weapon Release Switch.
The switch to the right of it should be a button and is the Landing Gear Downlock Override Button.
The switch above it is the Bailout Alert Switch.
:ernaehrung004:
 
Frank ....thanks for the added info.
Because I can't find something like that 'Pilot's Data Indicator' I went with that tabulated drawing I linked/showed earlier...that has a 3-gauge clock to the left of the Tot FF meter [and below the Alt].... that way it's possibly legitimate in at least one iteration...;)

Redid the ASI I was using...and the Machmeter as per the original photo... tidied up things via the bezels so here's the status quo...;)

View attachment 8154

I probably should quit cheating and animate the throttles separately...;)
 
I've been fiddling around with making a little more used cockpit...I'm not trying to reinvent the wheel just touch up the current textures...comments welcome. I'll be upfront, I may or may not know how to do what you might request as a change or critique...I'm just having a lot of fun doing what I can as I learn! ;) I haven't hit every panel yet, and so what you see is still WIP... not quite sure how to not get the rudder pedals to bleed over like they are?


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I like the idea of an alternate 'scruffy' look to the VC innards...though I'm sort of de-scruffing my 2D...it's a bit too fuzzy round the edges...;)

Meanwhile...back at the other end of the 58 ... the frustration is still there...when these are the IDENTICAL 3 stage effects that don't work on 2 and 3 happily working on all 4 pipes...in the Alpha ver...;)

View attachment 8222
 
I like the idea of an alternate 'scruffy' look to the VC innards...though I'm sort of de-scruffing my 2D...it's a bit too fuzzy round the edges...;)

Meanwhile...back at the other end of the 58 ... the frustration is still there...when these are the IDENTICAL 3 stage effects that don't work on 2 and 3 happily working on all 4 pipes...in the Alpha ver...;)

View attachment 8222

The old Alphasim version is a port over in fsx and I believe the model is being treated differently to a native FSx model. I do not think there is anyway around this. I tried many different effects trying to determine whether it was an issue with effect radius but in the end AI settled on a hybrid modelled/fx driven burner because I couldn't get a pure fx effect to display properly on all four engines.

The worn cockpit looks good although I prefer cleaner cockpits, but it's just a matter of personal taste.
 
Thanks to the PC Aviator July 4th Sale I (finally) got the Hustler. First thing I did after installing was download the awesome repaints from Dave Quincey! On my 1st flight I noticed a nasty engine exhaust texture mapping issue. Then I found this thread and clearly I am not the only one having this issue. Anyway, I fixed it myself:

- Below 95% rpm, the engine burner cans were untextured black holes - now they are textured.
- The inner engines burners were clipping out at certain viewing angles, now they are OK.
- I also updated the [smokesystem]: Before, all engines would smoke depending on engine 1 rpm. Now each engine's smoke depends on the rpm of that particular engine.

I uploaded the fix to the SOH Library (category FSX Other)

Other than that, I am very happy with the Hustler, she handles very nice.
 

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Thanks to the PC Aviator July 4th Sale I (finally) got the Hustler. First thing I did after installing was download the awesome repaints from Dave Quincey! On my 1st flight I noticed a nasty engine exhaust texture mapping issue. Then I found this thread and clearly I am not the only one having this issue. Anyway, I fixed it myself:

- Below 95% rpm, the engine burner cans were untextured black holes - now they are textured.
- The inner engines burners were clipping out at certain viewing angles, now they are OK.
- I also updated the [smokesystem]: Before, all engines would smoke depending on engine 1 rpm. Now each engine's smoke depends on the rpm of that particular engine.

I uploaded the fix to the SOH Library (category FSX Other)

Other than that, I am very happy with the Hustler, she handles very nice.

Thanks for the mods!
:ernaehrung004:
 
I just updated the file in the Library to v2 - adjusted the smoke/burner texture/FX RPM ranges to better match the power schedule from the manual - page 15:

Idle Thrust - 67% RPM : No smoke
Taxi Thrust - 80-85% RPM : No smoke
Dry Cruising Thrust - 85-100% RPM : Smoke on
Min Afterburner - 100-101% RPM : Smoke on + low burner textures stages 2->4
Max Afterburner - 101-106% RPM : Smoke off + medium/high burner textures stages 5->7 + burner flame
Overspeed - 106% RPM : High burner textures stage 8 + burner flame
 
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