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C-97 wip

I think Bjoern's just having a bad day for him not to appreciate what you captured in the sound likeness. Are those type engines loud and cacophonic, absolutely. I think you nailed it on the head.

The sounds on the virtual thing is actually kind of pleasant. The blessing of a simulated environment.

How will you incorporate the jet engines with this model? were you able to overcome the FSX limitations of 2 different engine types on one airframe?

I don't think that this can ever be done. Either boost all four props without having the gauges give it away by means of FSX' WEP function or artificially boost aircraft speed when the jets are running.
 
Grab some parts and heading out to the MJ Tanker. Sorta reminds me of the "The Sims" games. A little fun on the side before banging on the 4360's! :biggrin-new:

 
Grab some parts and heading out to the MJ Tanker. Sorta reminds me of the "The Sims" games. A little fun on the side before banging on the 4360's! :biggrin-new:


Hi Tufun,

What a great wee Jeep. And a super sound of the Go-devil engine. :applause::applause:

Cheers,
Maarten
 
I don't think that this can ever be done. Either boost all four props without having the gauges give it away by means of FSX' WEP function or artificially boost aircraft speed when the jets are running.

Yep, the MS flightsim engine does jets well enough, piston engines not quite as well, but good enough, turboprops seem to be the worst, but mixed power capability was never incorporated into the sim. If you want mixed power, you have to fake it.
 
Yeah, mixed engine systems aren't supported in SDK, so it has to be just faked (like in Virtavia B-36). I've been wondering, that with heavy external programming (read Accusim) something like working mixed propulsion could be perhaps achieved. I'd pay a good sum of money for working Ryan Fireball, for example.

Nonethelss, C-97 looks and sounds awesome:wiggle:
 
Howdy All,

To answer a few questions:

For the C-97, as per the 1-1, the combined thrust of both J-47’s equaled one of the R-4360’s. At 100% you essentially had a 5 engine C-97G. They were normally used only for takeoff and fast AR receivers, but were available for use anytime (heavyweight cruise, engine out landing, etc). Although they could be fed from the wings (AvGas) or deck (JP-4) tanks, JP-4 or Jet-B was the specified fuel grade. They had a throttle for each engine (on the right side of the center console), and were normally operated at 75% or 100%, but there was no TO prohibition against operating them at any throttle setting as necessary.

There are two different ways of addressing multiple engine types in FSX, an adjustment in thrust or an adjustment in drag. By varying any of the associated thrust or drag elements, the overall effect of having multiple thrust producing types can be simulated easily, it is the asymmetrical aspect with throttle tie in that requires work. But after all, FSX is simply crunching numbers to render a visual effect, the list of items in the .cfg and .air are simply the user provided inputs, but not necessarily the only ones…

In this video: https://www.youtube.com/watch?v=NCc4LkvvFYo

The scream you hear in the background is a Solar T-41 “Mars” APU. It was located in the forward lower lobe on the right side. Double that and you’re pretty close to the sound of a pair of J47s on the wingtip.

Or, here is the real deal with a J-47: https://www.youtube.com/watch?v=lXEQUYCD5DI

--Dan
 
"The scream you hear in the background is a Solar T-41 “Mars” APU." I was wondering what that noise was, many thanks for that info.
 
For the C-97, as per the 1-1, the combined thrust of both J-47’s equaled one of the R-4360’s. At 100% you essentially had a 5 engine C-97G. They were normally used only for takeoff and fast AR receivers, but were available for use anytime (heavyweight cruise, engine out landing, etc). Although they could be fed from the wings (AvGas) or deck (JP-4) tanks, JP-4 or Jet-B was the specified fuel grade. They had a throttle for each engine (on the right side of the center console), and were normally operated at 75% or 100%, but there was no TO prohibition against operating them at any throttle setting as necessary.

There are two different ways of addressing multiple engine types in FSX, an adjustment in thrust or an adjustment in drag. By varying any of the associated thrust or drag elements, the overall effect of having multiple thrust producing types can be simulated easily, it is the asymmetrical aspect with throttle tie in that requires work. But after all, FSX is simply crunching numbers to render a visual effect, the list of items in the .cfg and .air are simply the user provided inputs, but not necessarily the only ones…
True, thrust can be of course modeled changing other parameters. I think the biggest challenge here is that FSX supports maximum of four engines. This means that you can model only situation where turbojets are "always on" at the simplest case and there is no possibility to shut them down. You can perhaps model the use of jet engines by adding the thrust "automatically" after certain point of MP by giving extra horse power to engines and thus simulating the jet engines coming to play (and this could be addressed with sound effects also), but switching the extra "fifth" engine on or off manually isn't that easy to achieve, if not possible. All in all, it is a challenge, especially when you are dealing with more than four engines.
 
Jet engine startup can be simulated with the engine gauges bound to a timer gauge and using Doug Dawson's XML sounds to play an appropriate sound sample in the process.
Prop power has to be trimmed to provide full spec power at 90% throttle. Throttle lever movement would have to be split. 0-90% for the piston levers and 90-WEP for the jet engine levers. There needs to be an internal lock that blocks and lever movement past 90% when the jet engines are not running. The lock is disengaged when the jets are at idle and you'll get your boost.

The most difficult thing about this is getting the FDE right. You need to ensure that your curves deliver the right numbers from 0 to 90% and then get something reasonalble from 90 to shortly before WEP and spec combined power at WEP.
 
Sound update:

Now it sounds like those massive props are churning some air! :adoration:

Engine #1 and #4 were stubborn on startup. :biggrin-new:

 
Holy mother of sounds. Give those 4 mouths some oil to soften their throat lines, lol.

This monster dos not just look amazing, it sounds awesome!! :applause:
 
Holy mother of sounds. Give those 4 mouths some oil to soften their throat lines, lol.

This monster dos not just look amazing, it sounds awesome!! :applause:
 
Sound panning test

Testing sound panning effects. Prop wash needs tweaking further, goes beyond fuselage. As it pans to the right side of the fuselage you'll notice the fuselage acts like a barrier, softening the sounds. Then as it comes across the front of the fuselage the prop sounds start to pick up.


 
Very nice!!!:encouragement: She sounds great. That was a good demo illustrating the sound during the pan. I like the sound of the props at idle with that prop slap effect.
This is is off the chain!!! :biggrin-new:
 
Testing sound panning effects. Prop wash needs tweaking further, goes beyond fuselage. As it pans to the right side of the fuselage you'll notice the fuselage acts like a barrier, softening the sounds. Then as it comes across the front of the fuselage the prop sounds start to pick up.



Manfred, this is awesome as usual with your work... now spoil me more and tell me theres a flyable boom operators compartment in this thing... :)
 
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